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#include "d/t/d_t_col_bomb_shield.h"
#include "common.h"
#include "d/a/d_a_player.h"
#include "d/a/obj/d_a_obj_base.h"
#include "d/col/cc/d_cc_s.h"
#include "m/m_mtx.h"
#include "rvl/MTX/mtx.h"
SPECIAL_ACTOR_PROFILE(COL_BOMSLD, dTgColBombShield, fProfile::COL_BOMSLD, 0x12, 0, 0);
STATE_DEFINE(dTgColBombShield, Wait);
bool dTgColBombShield::createHeap() {
return true;
}
int dTgColBombShield::create() {
0.0f; // cool
CREATE_ALLOCATOR(dTgColBombShield);
static const f32 offset = 0.1f;
mScale.x += offset;
mScale.y += offset;
mScale.z += offset;
mColMtx.transS(mPosition.x, mPosition.y + mScale.y * 0.5f - 0.05f, mPosition.z);
mColMtx.ZXYrotM(mRotation.x, mRotation.y, mRotation.z);
mMtx_c tmp;
MTXScale(tmp, mScale.x, mScale.y, mScale.z);
mColMtx += tmp;
mStateMgr.changeState(StateID_Wait);
return SUCCEEDED;
}
int dTgColBombShield::doDelete() {
return SUCCEEDED;
}
int dTgColBombShield::actorExecute() {
if (dAcPy_c::LINK != nullptr && mRoomID == dAcPy_c::LINK->mRoomID) {
dCcS::GetInstance()->SetArea(&mColMtx);
}
return SUCCEEDED;
}
int dTgColBombShield::draw() {
return SUCCEEDED;
}
void dTgColBombShield::initializeState_Wait() {}
void dTgColBombShield::executeState_Wait() {}
void dTgColBombShield::finalizeState_Wait() {}
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