#pragma once #include "Game/LiveActor/LiveActor.hpp" class FootPrint; class RunawayRabbitCollect; class SpotMarkLight; class TalkMessageCtrl; class WalkerStateBlowDamage; class WalkerStateRunaway; class RunawayRabbit : public LiveActor { public: enum HideLocation { /* -0x1 */ HideLocation_None = -1, /* 0x0 */ HideLocation_Hole, /* 0x1 */ HideLocation_Leaves }; RunawayRabbit(const char* pName, RunawayRabbitCollect* pCollect); virtual void init(const JMapInfoIter& rIter); virtual void initAfterPlacement(); virtual void appear(); virtual void control(); virtual void calcAndSetBaseMtx(); virtual void attackSensor(HitSensor* pSender, HitSensor* pReceiver); virtual bool receiveMsgPush(HitSensor* pSender, HitSensor* pReceiver); virtual bool receiveMsgPlayerAttack(u32 msg, HitSensor* pSender, HitSensor* pReceiver); virtual bool receiveMsgEnemyAttack(u32 msg, HitSensor* pSender, HitSensor* pReceiver); virtual bool receiveOtherMsg(u32 msg, HitSensor* pSender, HitSensor* pReceiver); void initSensor(); void initShadow(); void initFootPrint(); void updatePose(); void updateBindActorMatrix(); void activate(); void startRunnaway(); void incrementRunawayLevel(); void setLastMessage(); void setMessage(); void setNotCaughtable(); void startJumpSound(); void setMsgCtrl(TalkMessageCtrl* pMsgCtrl); bool isCaught() const NO_INLINE; bool isCaughtable() const; bool isRunnaway() const; bool isChasing() const; bool isEnableBlow() const NO_INLINE; bool isValidFollow(s32 id) const; s32 getGroupId() const { return mGroupId; } void exeNoActive(); void exeHide(); void exeAppear(); void exeRunaway(); void exeTryCaughtDemo(); void exeCaught(); void exeCaughtTalk(); void exeCaughtEnd(); void exeStop(); void exeBlowDamage(); /* 0x8C */ WalkerStateRunaway* mStateRunaway; /* 0x90 */ WalkerStateBlowDamage* mStateBlowDamage; /* 0x94 */ RunawayRabbitCollect* mCollect; /* 0x98 */ FootPrint* mFootPrint; /* 0x9C */ SpotMarkLight* mSpotMarkLight; /* 0xA0 */ TalkMessageCtrl* mMsgCtrl; /* 0xA4 */ TQuat4f mPoseQuat; /* 0xB4 */ TVec3f mFrontVec; /* 0xC0 */ TQuat4f mPlayerPoseQuat; /* 0xD0 */ TVec3f mPlayerBindPos; /* 0xDC */ u8 _DC[4]; /* 0xE0 */ s32 mGroupId; /* 0xE4 */ s32 mRunawayLevel; /* 0xE8 */ s32 mHideLocation; /* 0xEC */ s32 mPressureTimer; /* 0xF0 */ s32 mNotCaughtableTimer; /* 0xF4 */ bool mIsActive; /* 0xF5 */ bool mIsLinked; /* 0xF8 */ f32 mNearSoundRadius; };