Files
bigmak94andClaude Opus 5.5 4b395efe5c Add the Petari decompilation (SMGCommunity/Petari@0a5c660)
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>
2026-10-01 01:59:38 +02:00

87 lines
2.4 KiB
C++

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