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

67 lines
2.0 KiB
C++

#pragma once
#include "Game/Enemy/AnimScaleController.hpp"
#include "Game/LiveActor/LiveActor.hpp"
#include "Game/Map/GroundChecker.hpp"
#include "Game/Util/JointController.hpp"
class PunchingKinoko : public LiveActor {
public:
PunchingKinoko(const char*);
virtual ~PunchingKinoko();
virtual void init(const JMapInfoIter&);
virtual void makeActorAppeared();
virtual void kill();
virtual void makeActorDead();
virtual void control();
virtual void calcAndSetBaseMtx();
virtual void attackSensor(HitSensor*, HitSensor*);
virtual bool receiveMsgPush(HitSensor*, HitSensor*);
virtual bool receiveMsgPlayerAttack(u32, HitSensor*, HitSensor*);
virtual bool receiveMsgEnemyAttack(u32, HitSensor*, HitSensor*);
void initShadow();
void initSensor();
void initCamera(const JMapInfoIter&);
void initJointControl();
bool requestPunch(HitSensor*, HitSensor*);
bool requestEnemyBlow(HitSensor*, HitSensor*);
bool requestTrample(HitSensor*, HitSensor*);
bool requestCrush();
void exeWait();
void exeSwing();
void exePointSnaped();
void exePunched();
void exePunchedBrake();
void exeHitted();
void exeCrushed();
void exeCrushedEnd();
bool ballMtxCallBack(TPos3f*, const JointControllerInfo&);
// some callers will only match if these are marked NO_INLINE, even though they aren't being inlined (???)
bool isEnablePunched() const;
bool isEnableHitPlayer() const NO_INLINE;
bool isEnableEnemyAttack() const;
bool isEnableCrushed() const;
bool isEnableTrample() const;
bool isEnableBlowed() const NO_INLINE;
bool isCrushed() const NO_INLINE;
void addVelocityKeepHeight();
private:
GroundChecker* mGroundChecker; // 0x8C
AnimScaleController* mScaleController; // 0x90
JointControlDelegator< PunchingKinoko >* mDelegator; // 0x94
s32 _98;
TVec3f _9C;
TVec3f _A8;
s32 mStarPointerHitCoolDown; // 0xB4
bool _B8;
s32 mInvincibleHitCoolDown; // 0xBC
};