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tp/include/d/actor/d_a_scene_exit.h
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#ifndef D_A_SCENE_EXIT_H
#define D_A_SCENE_EXIT_H
#include "f_op/f_op_actor_mng.h"
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/**
* @ingroup actors-unsorted
* @class daScex_c
* @brief Scene Exit
*
* @details
*
*/
class daScex_c : public fopAc_ac_c {
public:
daScex_c() {}
/* 80485838 */ int checkWork();
/* 80485A50 */ int execute();
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inline int create();
u8 getArg1() { return (fopAcM_GetParam(this) >> 8) & 0xFF; }
u8 getArg0() { return fopAcM_GetParam(this); }
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u8 getSwNo() { return fopAcM_GetParam(this) >> 0x18; }
u16 getOffEventBit() { return home.angle.z & 0xFFF; }
u16 getOnEventBit() { return home.angle.x & 0xFFF; }
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u8 getPathID() { return (fopAcM_GetParam(this) >> 0x10) & 0xFF; }
void setSceneChangeOK() { mSceneChangeOK = true; }
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BOOL checkArea(const cXyz* param_0) {
cXyz spC;
mDoMtx_multVec(mMatrix, param_0, &spC);
if (spC.y >= 0.0f && spC.y <= scale.y && fabsf(spC.x) <= scale.x && fabsf(spC.z) <= scale.z) {
return TRUE;
}
return FALSE;
}
/* 0x568 */ Mtx mMatrix;
/* 0x598 */ u8 field_0x598;
/* 0x599 */ bool mSceneChangeOK;
};
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#endif /* D_A_SCENE_EXIT_H */