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#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;
}
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