3#include <actor/ActorState.h>
4#include <collision/ActorCollisionDrcTouchCallback.h>
5#include <state/FStateVirtualID.h>
6#include <audio/GameAudio.h>
7#include <actor/EatCallback.h>
8#include <actor/ChibiEatCallback.h>
9#include <map_obj/MaskDraw.h>
10#include <effect/EffectObj.h>
11#include <graphics/Light.h>
100 return mEffect.createEffect(RP_Cmn_Iceball_0, &mPos);
134static_assert(
sizeof(
IceBallBase) == 0x1A40,
"IceBallBase size mismatch");
Definition IceBallBase.h:15
EffectObj mEffect
Definition IceBallBase.h:128
u32 _17cc
Definition IceBallBase.h:120
virtual bool iceEffect()
Definition IceBallBase.h:98
virtual u32 getKillTimer()
Definition IceBallBase.h:104
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
CircleLightMask mLightMask
Definition IceBallBase.h:125
WaterType mWaterType
Definition IceBallBase.h:119
ActorCollisionCheck mCollisionCheckDrcTouch
Definition IceBallBase.h:130
virtual bool checkDeleteBg()
virtual void removeCollisionCheck() override
virtual f32 getLightRad()
Definition IceBallBase.h:110
~IceBallBase() override
Definition IceBallBase.h:35
IceBallBase(const ActorCreateParameter ¶m)
Result create() override
Main initialization/setup callback for the actor.
ChibiEatCallback mChibiEatData
Definition IceBallBase.h:124
Angle3 mEffectAngle
Definition IceBallBase.h:127
f32 mLightRadius
Definition IceBallBase.h:126
EatCallback mEatData
Definition IceBallBase.h:123
bool draw() override
Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
Result doDelete() override
DrcTouchCB mDrcTouchCallback
Definition IceBallBase.h:131
virtual void reviveCollisionCheck() override
u32 mKillTimer
Definition IceBallBase.h:122
u8 _1a40[4]
Definition IceBallBase.h:132
sead::Vector3f _17d0
Definition IceBallBase.h:121
Light mLight
Definition IceBallBase.h:129