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aba4gamer 8dc3384ead JetTurtle small cleanup (#2085)
* JetTurtle quick cleanup

* Okay

* Come on and join to the C++ casting to be the best C++

* Ehem
2026-09-26 01:35:30 -07:00

78 lines
2.0 KiB
C++

#pragma once
#include "Game/LiveActor/LiveActor.hpp"
#define JETTURTLETYPE_RED 1
#define JETTURTLETYPE_GOLD 2
class JetTurtle : public LiveActor {
public:
JetTurtle(const char*);
virtual ~JetTurtle();
virtual void init(const JMapInfoIter&);
virtual void initAfterPlacement();
virtual void appear();
virtual void control();
virtual void attackSensor(HitSensor*, HitSensor*);
virtual bool receiveMsgPlayerAttack(u32, HitSensor*, HitSensor*);
virtual bool receiveMsgEnemyAttack(u32, HitSensor*, HitSensor*);
virtual bool receiveMsgThrow(HitSensor*, HitSensor*);
virtual bool receiveOtherMsg(u32, HitSensor*, HitSensor*);
virtual void resetPosition();
virtual void reset(u32);
void exeWait();
void endWait();
void exeWait2();
void endWait2();
void exeThrowWait();
virtual void exeThrowing();
void exeTakenReserve();
void exeTakenStart();
void exeRestart();
void exeDrop();
void init2(const JMapInfoIter&, s32);
void becomeSlowType();
void becomeFastType();
void appearAndTryTaken();
void resetPositionAndVanish();
void boundDrop();
void bound();
bool isWait() const;
bool isRestart() const;
inline bool isNerveWait();
/* 0x8C */ f32 _8C;
/* 0x90 */ u16 mShellType; // (0 = green, 1 = red, 2 = gold)
/* 0x92 */ u16 _92;
/* 0x94 */ HitSensor* _94;
/* 0x98 */ HitSensor* _98;
/* 0x9C */ TVec3f _9C;
/* 0xA8 */ TVec3f _A8;
/* 0xB4 */ TVec3f _B4;
/* 0xC0 */ TVec3f _C0;
/* 0xCC */ TVec3f _CC;
/* 0xD8 */ u16 _D8;
/* 0xDA */ u16 _DA;
/* 0xDC */ u32 _DC;
/* 0xE0 */ u8 _E0;
/* 0xE1 */ u8 _E1;
/* 0xE2 */ u8 _E2;
/* 0xE3 */ u8 _E3;
};
class GoldenTurtle : public JetTurtle {
public:
GoldenTurtle(const char* pName) : JetTurtle(pName) {
}
virtual ~GoldenTurtle();
virtual void init(const JMapInfoIter&);
virtual void resetPosition();
virtual void reset(u32);
virtual void exeThrowing();
};