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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>
67 lines
2.3 KiB
C++
67 lines
2.3 KiB
C++
#pragma once
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#include "Game/NameObj/NameObj.hpp"
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#include <JSystem/JGeometry/TVec.hpp>
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class EffectSystem;
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class ModelManager;
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class MultiSceneEffectKeeper;
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class Nerve;
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class Spine;
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class MultiSceneActor : public NameObj {
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public:
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MultiSceneActor(const char*, const char*, bool);
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virtual void init(const JMapInfoIter&);
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virtual void movement();
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virtual void calcAnim();
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virtual void calcViewAndEntry();
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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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ModelManager* getModelManager() const;
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EffectSystem* getEffectSystem() const;
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MultiSceneEffectKeeper* getEffectKeeper() const;
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void initEffect(EffectSystem*, int, const char*);
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void setNerve(const Nerve*);
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bool isNerve(const Nerve*) const;
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void initNerve(const Nerve*);
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s32 getNerveStep() const;
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/* 0x0C */ TVec3f mTranslation;
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/* 0x18 */ TVec3f mRotation;
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/* 0x24 */ TVec3f mScale;
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/* 0x30 */ bool _30;
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/* 0x34 */ ModelManager* mModelManager;
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/* 0x38 */ EffectSystem* mEffectSystem;
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/* 0x3C */ MultiSceneEffectKeeper* mEffectKeeper;
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/* 0x40 */ Spine* mSpine;
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};
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namespace MultiScene {
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void startBck(MultiSceneActor*, const char*);
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void startBtk(MultiSceneActor*, const char*);
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void startBtp(MultiSceneActor*, const char*);
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void startBva(MultiSceneActor*, const char*);
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void setBtpFrameAndStop(MultiSceneActor*, f32);
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void setBvaFrameAndStop(MultiSceneActor*, f32);
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bool isBckStopped(MultiSceneActor*);
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bool isStep(const MultiSceneActor*, s32);
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bool isFirstStep(const MultiSceneActor*);
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bool isGreaterStep(const MultiSceneActor*, s32);
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bool isLessStep(const MultiSceneActor*, s32);
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bool isLessEqualStep(const MultiSceneActor*, s32);
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void setNerveAtStep(MultiSceneActor*, const Nerve*, s32);
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void setNerveAtBckStopped(MultiSceneActor*, const Nerve*);
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f32 calcNerveRate(const MultiSceneActor*, s32);
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f32 calcNerveRate(const MultiSceneActor*, s32, s32);
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f32 calcNerveEaseOutRate(const MultiSceneActor*, s32);
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f32 calcNerveValue(const MultiSceneActor*, s32, f32, f32);
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void emitEffect(const MultiSceneActor*, const char*);
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void deleteEffectAll(const MultiSceneActor*);
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void forceDeleteEffectAll(const MultiSceneActor*);
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MtxPtr getJointMtx(const MultiSceneActor*, const char*);
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}; // namespace MultiScene
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