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

45 lines
1.4 KiB
C++

#pragma once
#include "Game/LiveActor/LiveActor.hpp"
class SpinningBox : public LiveActor {
public:
SpinningBox(const char*);
virtual void init(const JMapInfoIter& rIter);
virtual void kill();
virtual void control();
virtual void calcAndSetBaseMtx();
virtual void attackSensor(HitSensor* pSender, HitSensor* pReceiver);
virtual bool receiveMsgPlayerAttack(u32 msg, HitSensor* pSender, HitSensor* pReceiver);
virtual bool receiveMsgEnemyAttack(u32 msg, HitSensor* pSender, HitSensor* pReceiver);
virtual bool receiveOtherMsg(u32 msg, HitSensor* pSender, HitSensor* pReceiver);
void exeFall();
void exeWait();
void endWait();
void exeSliding();
void endSliding();
void exeSpinning();
void endSpinning();
void exePointed();
void endPointed();
void calcPlanarProjectedVec(TVec3f*, const TVec3f&, const TVec3f&);
void calcHitDirection(const TVec3f&);
void generateIceBox(HitSensor* pSender, HitSensor* pReceiver);
void hitReflection(HitSensor* pSender, HitSensor* pReceiver);
f32 getScale() const {
return 1.0f;
}
/* 0x8C */ TQuat4f mRotate;
/* 0x9C */ f32 mRotateSpeed;
/* 0xA0 */ f32 mSlideSpeed;
/* 0xA4 */ TVec3f mSlideDir;
/* 0xB0 */ bool mIsOnGround;
/* 0xB1 */ bool mIsIceBox;
/* 0xB4 */ f32 mSpinAngle; // NOTE: This keeps track of when the spin sfx should be emitted again
};