3#include <actor/ActorState.h>
4#include <collision/ActorLineBgCollision.h>
5#include <graphics/AnimModel.h>
6#include <state/FStateVirtualID.h>
9
10
11
12
13
63 static void callbackFoot(BgCollision* bc_self, ActorBgCollisionCheck* cc_other);
82static_assert(
sizeof(
ChikuwaBlockBase) == 0x19C8,
"ChikuwaBlockBase size mismatch");
Base class for Chikuwa (Donut) blocks.
Definition ChikuwaBlockBase.h:15
TexturePatternAnimation * mTexAnim
Definition ChikuwaBlockBase.h:68
f32 mRespawnScale
Definition ChikuwaBlockBase.h:76
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
ChikuwaBlockBase(const ActorCreateParameter ¶m)
s8 mSteppingPlayerIDs[4]
Definition ChikuwaBlockBase.h:69
u16 mRespawnDelayTimer
Definition ChikuwaBlockBase.h:77
u8 _19c4[4]
Definition ChikuwaBlockBase.h:80
AnimModel * mModel
Definition ChikuwaBlockBase.h:67
u32 mShakeAngleZ
Definition ChikuwaBlockBase.h:72
ActorLineBgCollision mCollider
Definition ChikuwaBlockBase.h:66
static void callbackFoot(BgCollision *bc_self, ActorBgCollisionCheck *cc_other)
void updateModel(f32 offsetY)
bool mYoshiStepping
Definition ChikuwaBlockBase.h:79
u16 mFallDelayTimer
Definition ChikuwaBlockBase.h:75
u32 mShakeDelayTimer
Definition ChikuwaBlockBase.h:74
bool mBgRestored
Definition ChikuwaBlockBase.h:78
~ChikuwaBlockBase() override
Definition ChikuwaBlockBase.h:20
u32 mStepHoldCounter
Definition ChikuwaBlockBase.h:73
u32 mShakeXOffset
Definition ChikuwaBlockBase.h:71
sead::Vector3f mSpawnPos
Definition ChikuwaBlockBase.h:70