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NextOp-Next 7a82158b17 (Cleanup) Fix wrongly formatted offset comments. (#2147)
* (Cleanup) offset comments for DinoPackun

* (Cleanup) offset comments for SkeletalFishBoss

* (Cleanup) offset comments for CameraTranslators

* (Cleanup) offset comments for Demos

* (Cleanup) offset comments for Enemies

* (Cleanup) offset comments for Gravities

* (Cleanup) offset comments for LiveActors

* (Cleanup) offset comments for Maps

* (Cleanup) offset comments for MapObjs

* (Cleanup) offset comments for NameObjs

* (Cleanup) offset comments for NPCs

* (Cleanup) offset comments for Player

* (Cleanup) offset comments for Scenes

* (Cleanup) offset comments for System

* (Cleanup) offset comments for Utils

* (Cleanup) offset comments for JSystem

* (Cleanup) offset comments for MetroTRK

* forgot the union comments

* (Cleanup) offset comments for MSL_C

* (Cleanup) offset comments for nw4r

* (Cleanup) offset comments for the SDK

* (Cleanup) offset comments for all that was left
2026-10-10 14:47:49 -07:00

52 lines
1.7 KiB
C++

#pragma once
#include "Game/LiveActor/FlashingCtrl.hpp"
#include "Game/LiveActor/LiveActor.hpp"
#include "Game/LiveActor/LiveActorGroup.hpp"
class NoteFairy;
/// @brief Class that represents a single note in a NoteFairy actor.
class Note : public LiveActor {
public:
Note(const char*, const TVec3f&, NoteFairy*);
virtual void init(const JMapInfoIter&);
virtual void control();
virtual void calcAndSetBaseMtx();
/// @brief Checks if the sensor is either a player or a rideable entity and if it is, it will "collect" the note.
virtual void attackSensor(HitSensor*, HitSensor*);
void startCountDown();
/// @brief Begins the countdown sequence that plays the "waiting" animation, and is switched to the countdown nerve when mIsCountdown is set to
/// true by the Note::mParentFairy.
void exeWait();
/// @brief Begins the flashing sequence and if the current step reaches Note::mCounter's value, it calls Note::kill().
void exeCountDown();
/// @brief Scales the note's velocity by -30.0 and then invalidates all hit sensors, and after 10 steps, calls Note::kill().
void exeFlyUp();
/* 0x8C */ NoteFairy* mParentFairy; ///< The parent NoteFairy that this note was spawned from.
/* 0x90 */ TVec3f _90;
/* 0x9C */ TVec3f mRailDirection;
/* 0xA8 */ int mCounter; ///< The amount of steps it takes for the note to disappear.
/* 0xAC */ f32 _AC;
/* 0xB0 */ bool mIsCountdown;
/* 0xB4 */ FlashingCtrl* mFlashCtrl; // A pointer to the FlashingCtrl instance that handles the "fading away" effects.
/* 0xB8 */ u32 _B8;
};
class NoteGroup : public LiveActorGroup {
public:
NoteGroup();
virtual void init(const JMapInfoIter&);
virtual void movement();
/* 0x18 */ f32 mRotation;
};