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#ifndef D_T_BEETLE_H
#define D_T_BEETLE_H
#include "d/a/obj/d_a_obj_boomerang.h"
#include "d/t/d_tg.h"
#include "m/m_mtx.h"
// This is a tag actor for controlling where the beetle can fly
// BtlTgC is leaves (beetle plays leaf animation as it passes through)
class dTgBeetle_c : public dTg_c {
public:
dTgBeetle_c() {}
virtual ~dTgBeetle_c() {}
virtual int create() override;
virtual int doDelete() override;
virtual int actorExecute() override;
u32 isWithinSphere(const mVec3_c ¶m) const;
u32 isWithinCylinder(const mVec3_c ¶m) const;
void updateBeetle(dAcBoomerang_c &boomerang);
virtual int draw() override;
enum Variant_e {
BtlTg,
BtlTgA, // is this even used?
BtlTgB, // is this even used?
BtlTgC, // spherical leaf object
};
enum ZoneType_e {
LeafZone = 1,
BorderZone = 2,
UnknownZone = 3,
};
enum ZoneShape_e {
RectangularPrismShape,
CylinderShape,
SphereShape,
};
private:
/* 0xFC */ mMtx_c mMatrix1;
/* 0x12C*/ u8 mZoneType; // defines what this object does
/* 0x12D*/ u8 mZoneShape; // the shape created inside the object that it checks
/* 0x12E*/ u8 mUnknown; // unused
/* 0x12F*/ u8 mBeetleFlag;
/* 0x130*/ u8 mPastOnly; // object only exists in past state
};
#endif
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