#include "d/a/obj/d_a_obj_blade.h" #include "d/a/obj/d_a_obj_base.h" #include "d/d_stage.h" #include "f/f_base.h" #include "m/m_vec.h" #include "nw4r/g3d/res/g3d_resfile.h" #include "toBeSorted/arc_managers/current_stage_arc_manager.h" SPECIAL_ACTOR_PROFILE(OBJ_BLADE, dAcOblade_c, fProfile::OBJ_BLADE, 0x1E4, 0, 4); bool dAcOblade_c::createHeap() { void *data = CurrentStageArcManager::GetInstance()->getData("g3d/stage.brres"); mResFile = nw4r::g3d::ResFile(data); dStage_c::bindStageResToFile(&mResFile); dStage_c::bindSkyCmnToResFile(&mResFile); TRY_CREATE(mMdl.create(data, "StageF000Blade", "StageF000Blade", &mAllocator, 0x120)); return true; } int dAcOblade_c::create() { CREATE_ALLOCATOR(dAcOblade_c); mMdl.setAnm("StageF000Blade", m3d::PLAY_MODE_4); updateMatrix(); mMdl.getModel().setLocalMtx(mWorldMtx); mBoundingBox.Set(mVec3_c(-0.0f, -0.0f, -0.0f), mVec3_c(0.0f, 0.0f, 0.0f)); return SUCCEEDED; } int dAcOblade_c::doDelete() { return SUCCEEDED; } int dAcOblade_c::actorExecute() { mMdl.play(); return SUCCEEDED; } int dAcOblade_c::draw() { drawModelType1(&mMdl.getModel()); return SUCCEEDED; }