#ifndef D_A_OBJ_APPEAR_BRIDGE_H #define D_A_OBJ_APPEAR_BRIDGE_H #include "d/a/obj/d_a_obj_base.h" #include "d/col/bg/d_bg_w.h" #include "m/m3d/m_anmmatclr.h" #include "m/m3d/m_anmtexsrt.h" #include "m/m3d/m_smdl.h" #include "nw4r/g3d/res/g3d_resfile.h" #include "s/s_State.hpp" #include "toBeSorted/actor_event.h" #include "toBeSorted/stage_render_stuff.h" class dAcOappearBridge_c : public dAcObjBase_c { public: dAcOappearBridge_c() : mStateMgr(*this), mActorEvent(*this, nullptr), mSceneCallback(this) {} virtual ~dAcOappearBridge_c() {} virtual bool createHeap() override; virtual int create() override; virtual int actorExecute() override; virtual int draw() override; virtual int doDelete() override; STATE_FUNC_DECLARE(dAcOappearBridge_c, Wait); STATE_FUNC_DECLARE(dAcOappearBridge_c, Appear); STATE_FUNC_DECLARE(dAcOappearBridge_c, Disappear); private: static const f32 sMovementRate; nw4r::g3d::ResFile mResFile; m3d::smdl_c mModel; m3d::anmTexSrt_c mSrtAnm; m3d::anmMatClr_c mClrAnm; dBgW mCollision; STATE_MGR_DECLARE(dAcOappearBridge_c); ActorEventRelated mActorEvent; // TODO the weak IScnObjCallback functions are in the wrong order. // The vtable order is dtor, World, Mat, View, Opa, Xlu // and the emitted order is dtor, Xlu, Opa, View, Mat, World // but the order in the binary is dtor, Xlu, Opa, Mat, World, View dScnCallback_c mSceneCallback; /* 0x650 */ mVec3_c mSoundPosition; /* 0x65C */ f32 field_0x65C; /* 0x660 */ u8 mAreaIdx; /* 0x661 */ u8 mEventId; }; #endif