3#include <actor/ActorState.h>
4#include <graphics/AnimModel.h>
5#include <collision/ActorBoxBgCollision.h>
6#include <map_obj/Wave.h>
7#include <state/FStateVirtualID.h>
109 DECLARE_STATE_VIRTUAL_ID_BASE(
BgActorBase, AutoScroll)
134
135
136
139
140
141
144
145
146
196static_assert(
sizeof(
BgActorBase) == 0x11A78,
"BgActorBase size mismatch");
Definition BgActorBase.h:11
u32 _11a54
Definition BgActorBase.h:184
AnimModel * mModel
Definition BgActorBase.h:150
void setMotionState(u8 state)
sead::Vector3f _17d0
Definition BgActorBase.h:152
sead::Vector2f _1a9c
Definition BgActorBase.h:156
sead::IDisposer _11a30
Definition BgActorBase.h:178
bool mOnlyRenderWaves
Definition BgActorBase.h:172
u32 _11a40
Definition BgActorBase.h:179
u8 _11a74[4]
Definition BgActorBase.h:194
virtual void calcModelHeat()
u32 _1ae0
Definition BgActorBase.h:176
u8 _1ade
Definition BgActorBase.h:174
u8 _1add
Definition BgActorBase.h:173
u32 _11a6c
Definition BgActorBase.h:190
u8 _11a44[4]
Definition BgActorBase.h:180
virtual void createVariableZposSet()
u8 _1adf
Definition BgActorBase.h:175
u32 _11a48
Definition BgActorBase.h:181
f32 _1ac8
Definition BgActorBase.h:166
f32 _1ac0
Definition BgActorBase.h:164
f32 _1ac4
Definition BgActorBase.h:165
u16 _1ad8
Definition BgActorBase.h:170
u8 _11a72
Definition BgActorBase.h:192
u8 _11a73
Definition BgActorBase.h:193
f32 _11a68
Definition BgActorBase.h:189
u16 _11a70
Definition BgActorBase.h:191
u32 _11a50
Definition BgActorBase.h:183
u32 _11a58
Definition BgActorBase.h:185
u32 _11a5c
Definition BgActorBase.h:186
BgCollision::LineInitArg mColliderInfo
Definition BgActorBase.h:155
f32 _1acc
Definition BgActorBase.h:167
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
BgActorBase(const ActorCreateParameter ¶m)
u16 _1ada
Definition BgActorBase.h:171
f32 _1ab4
Definition BgActorBase.h:161
f32 _1ab0
Definition BgActorBase.h:160
f32 _1aac
Definition BgActorBase.h:159
f32 _1abc
Definition BgActorBase.h:163
void autoScroolSpeedSet()
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
f32 _11a64
Definition BgActorBase.h:188
void moveWaterFaceLineSet(f32 y_pos)
static const f32 cWaveYpos
8.0f
Definition BgActorBase.h:147
ActorBoxBgCollision mCollider
Definition BgActorBase.h:154
f32 _1ab8
Definition BgActorBase.h:162
Wave mWave
Definition BgActorBase.h:177
u32 _1ad0
Definition BgActorBase.h:168
sead::Vector3f _17dc
Definition BgActorBase.h:153
static const u32 cShakeAngleAdd
45 degrees
Definition BgActorBase.h:142
u32 _11a4c
Definition BgActorBase.h:182
u32 _1aa8
Definition BgActorBase.h:158
void createWaterFaceLineSet(f32 y_pos)
u8 _17cc[4]
Definition BgActorBase.h:151
virtual void createFixationZposSet()
u32 _1ad4
Definition BgActorBase.h:169
u32 _1aa4
Definition BgActorBase.h:157
u32 _11a60
Definition BgActorBase.h:187