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

50 lines
1.7 KiB
C++

#pragma once
#include "Game/LiveActor/FlashingCtrl.hpp"
#include "Game/LiveActor/LiveActor.hpp"
#include "Game/LiveActor/LiveActorGroup.hpp"
class NoteFairy;
/// @brief Class that represents a single note in a NoteFairy actor.
class Note : public LiveActor {
public:
Note(const char*, const TVec3f&, NoteFairy*);
virtual void init(const JMapInfoIter&);
virtual void control();
virtual void calcAndSetBaseMtx();
/// @brief Checks if the sensor is either a player or a rideable entity and if it is, it will "collect" the note.
virtual void attackSensor(HitSensor*, HitSensor*);
void startCountDown();
/// @brief Begins the countdown sequence that plays the "waiting" animation, and is switched to the countdown nerve when mIsCountdown is set to
/// true by the Note::mParentFairy.
void exeWait();
/// @brief Begins the flashing sequence and if the current step reaches Note::mCounter's value, it calls Note::kill().
void exeCountDown();
/// @brief Scales the note's velocity by -30.0 and then invalidates all hit sensors, and after 10 steps, calls Note::kill().
void exeFlyUp();
/* 0x8C */ NoteFairy* mParentFairy; ///< The parent NoteFairy that this note was spawned from.
TVec3f _90;
TVec3f mRailDirection; // 0x9C
/* 0xA8 */ int mCounter; ///< The amount of steps it takes for the note to disappear.
f32 _AC;
bool mIsCountdown; // 0xB0
/* 0xB4 */ FlashingCtrl* mFlashCtrl; // A pointer to the FlashingCtrl instance that handles the "fading away" effects.
u32 _B8;
};
class NoteGroup : public LiveActorGroup {
public:
NoteGroup();
virtual void init(const JMapInfoIter&);
virtual void movement();
f32 mRotation; // 0x18
};