#include "d/a/d_a_invisible.h" #include "d/col/bg/d_bg_s.h" #include "f/f_base.h" #include "m/m_vec.h" SPECIAL_ACTOR_PROFILE(INVISIBLE, dAcInvisible, fProfile::INVISIBLE, 0x11D, 0, 0); STATE_DEFINE(dAcInvisible, Wait); int dAcInvisible::create() { mObjAcch.Set(this, 1, &mAcchCir); mObjAcch.SetRoofNone(); mObjAcch.SetWaterNone(); mAcchCir.SetWall(15.0f, 120.0f); mStts.SetRank(9); mSph.SetStts(mStts); mCps.SetStts(mStts); mAcceleration = 0.0; mMaxSpeed = -40.0f; mStateMgr.changeState(StateID_Wait); mBoundingBox.Set(mVec3_c(-0.0f, -0.0f, -0.0f), mVec3_c(0.0f, 0.0f, 0.0f)); return SUCCEEDED; } int dAcInvisible::doDelete() { return SUCCEEDED; } int dAcInvisible::actorExecute() { mStateMgr.executeState(); mObjAcch.CrrPos(*dBgS::GetInstance()); return SUCCEEDED; } int dAcInvisible::draw() { return SUCCEEDED; } void dAcInvisible::initializeState_Wait() {} void dAcInvisible::executeState_Wait() {} void dAcInvisible::finalizeState_Wait() {}