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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>
87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
#pragma once
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#include "Game/LiveActor/PartsModel.hpp"
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class AnimScaleParam;
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class AnimScaleController;
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class CocoSamboHead : public PartsModel {
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public:
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CocoSamboHead(LiveActor*);
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virtual void init(const JMapInfoIter&);
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virtual void kill();
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virtual void calcAndSetBaseMtx();
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virtual void attackSensor(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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bool isBodySensor(const HitSensor*) const;
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bool isNerveSwoon() const;
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void updateFrontVecToPlayer(const TVec3f&);
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void exeConnectedBody() {
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}
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void exeFall();
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void exeFallLand();
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void exeSwoon();
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void exeSwoonEnd();
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void exeBlow();
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/* 0x9C */ TVec3f mFrontVec;
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};
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class CocoSambo : public LiveActor {
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public:
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CocoSambo(const char*);
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virtual void init(const JMapInfoIter& rIter);
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virtual void appear();
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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* pSender, HitSensor* pReceiver);
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virtual bool receiveMsgPlayerAttack(u32, HitSensor*, HitSensor*);
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virtual bool receiveMsgEnemyAttack(u32 msg, HitSensor* pSender, HitSensor* pReceiver);
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void initMapToolInfo(const JMapInfoIter& rIter);
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void initSensor();
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bool isPointing();
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bool tryDpdPointing(const Nerve*);
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bool tryToFallHead(const HitSensor*, const HitSensor*);
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bool tryToPress();
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bool tryStarPieceReflect();
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bool tryToBlow();
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void dirToPlayer(f32);
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void exeAppear();
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void exeWait();
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void exeFallHead();
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void exeAttack();
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void exeAttackInterval();
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void exeHide();
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void exeHideWait();
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void exeFallHeadHide();
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void exeRecoverWait();
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void exeRecover();
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void exePressY();
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void exeBlow();
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void exeDpdPointing();
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void endDpdPointing();
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inline bool isNerveDying();
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inline void startBckThisAndHead(const char*);
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inline bool isNerveDown();
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inline bool isSensorTryToFallHead(HitSensor* pSensor);
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/* 0x8C */ CocoSamboHead* mHead;
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/* 0x90 */ TVec3f mHitEffectScale;
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/* 0x9C */ TVec3f mFrontVec;
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/* 0xA8 */ TVec3f mUpVec;
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/* 0xB4 */ f32 mPlayerSearchDistance;
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/* 0xB8 */ AnimScaleParam* mAnimScaleParam;
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/* 0xBC */ AnimScaleController* mAnimScaleController;
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/* 0xC0 */ const Nerve* mDpdPointingEndNerve;
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/* 0xC4 */ LiveActor** mPointingActorArray;
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};
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