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https://github.com/PodeCaradox/GalaxyQuest-SteamFrame.git
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The sources of Petari (https://github.com/SMGCommunity/Petari), the Super Mario Galaxy decompilation by the SMGCommunity, at commit 0a5c6608dc3b4c44a9aa68c2535d1793dc565f02, unchanged but for LF line endings: LICENSE (as LICENSE-Petari.txt; CC0 1.0), include/, libs/ and src/. Left out: the game data Petari keeps from the original executable, the error message archive (include/Game/System/ ErrorArchive.hpp) and two tables (src/Game/System/GalaxyID.bcsv and StoryEvent.bcsv); GalaxyQuest's converter takes them from the player's own disc. The port's changes follow in the next commit, so `git diff petari-base -- decomp` shows them. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
73 lines
1.8 KiB
C++
73 lines
1.8 KiB
C++
#pragma once
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#include "Game/LiveActor/LiveActor.hpp"
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class AnimScaleController;
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class AnimStampController;
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class ModelObj;
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class SpinHitController;
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class BasaBasa : public LiveActor {
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public:
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BasaBasa(const char*);
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virtual ~BasaBasa();
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virtual void init(const JMapInfoIter&);
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virtual void initAfterPlacement();
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virtual void kill();
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virtual void control();
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virtual void calcAndSetBaseMtx();
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virtual void attackSensor(HitSensor*, HitSensor*);
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virtual bool receiveMsgPush(HitSensor*, HitSensor*);
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virtual bool receiveMsgPlayerAttack(u32, HitSensor*, HitSensor*);
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virtual bool receiveMsgEnemyAttack(u32, HitSensor*, HitSensor*);
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virtual bool receiveOtherMsg(u32, HitSensor*, HitSensor*);
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void exeWait();
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void exeAirWait();
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void exeChaseStart();
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void exeChase();
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void exeQuickTurnStart();
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void exeQuickTurn();
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void exeTrampleDown();
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void exePunchDown();
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void exeAttackStart();
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void exeAttack();
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void exeAttackEnd();
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void exeAttackEndRecover();
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void exeHitBack();
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void exeHitBackEnd();
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void exeComeHome();
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void exeAttachCelling();
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void exeDPDSwoon();
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void endDPDSwoon();
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void exeStun();
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void initHangModel();
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bool tryClippingAndResetPos();
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bool trySetNerveDPDSwoon();
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bool tryComeHome();
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void updateRailType();
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void controlVelocity();
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void tuneHeight();
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bool isNearTarget(f32) const;
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bool isNrvEnableStun() const;
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ModelObj* mHangModel; // 0x8C
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AnimScaleController* mScaleController; // 0x90
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AnimStampController* mStampController; // 0x94
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SpinHitController* mSpinHitController; // 0x98
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TVec3f _9C;
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f32 _A8;
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f32 _AC;
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u32 _B0;
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const TVec3f* _B4;
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f32 _B8;
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TVec3f _BC;
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bool mIsIceModel; // 0xC8
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TVec3f _CC;
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TVec3f _D8;
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f32 _E4;
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s32 _E8;
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u8 _EC;
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};
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