AllDeadWatcherWithShine class

Base classes

class al::LiveActor

Constructors, destructors, conversion operators

AllDeadWatcherWithShine(const char* name)

Public functions

void init(const al::ActorInitInfo& info) override
void appear() override
void kill() override
void exeWatch()
void exeWait()
auto getNerveKeeper() const -> NerveKeeper* override
void initAfterPlacement() virtual
void makeActorAlive() virtual
void makeActorDead() virtual
void movement() virtual
void calcAnim() virtual
void draw() const virtual
void startClipped() virtual
void endClipped() virtual
void attackSensor(HitSensor* self, HitSensor* other) virtual
auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool virtual
auto receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) -> bool virtual
auto getName() const -> const char* override
auto getBaseMtx() const -> const sead::Matrix34f* virtual
auto getEffectKeeper() const -> EffectKeeper* override
auto getAudioKeeper() const -> AudioKeeper* override
auto getStageSwitchKeeper() const -> StageSwitchKeeper* override
auto getRailRider() const -> RailRider* override
auto getSceneObjHolder() const -> SceneObjHolder* override
auto getCollisionDirector() const -> CollisionDirector* override
auto getAreaObjDirector() const -> AreaObjDirector* override
auto getCameraDirector() const -> CameraDirector* override
auto getNatureDirector() const -> NatureDirector*
void initStageSwitchKeeper() override
void control() virtual
void updateCollider() virtual
auto getSceneInfo() const -> ActorSceneInfo*
void initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
void initExecuteInfo(ActorExecuteInfo* executeInfo)
void initModelKeeper(ModelKeeper* modelKeeper)
void initActionKeeper(ActorActionKeeper* actionKeeper)
void initNerveKeeper(NerveKeeper* nerveKeeper)
void initHitSensor(s32 amount)
void initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
void initEffectKeeper(EffectKeeper* effectKeeper)
void initAudioKeeper(AudioKeeper* audioKeeper)
void initRailKeeper(const ActorInitInfo& info, const char* linkName)
void initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)
void initItemKeeper(s32 itemAmount)
void initScoreKeeper()
void initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
void initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
void initSubActorKeeper(SubActorKeeper* subActorKeeper)
void initSceneInfo(ActorSceneInfo* sceneInfo)
auto getFlags() const -> LiveActorFlag*
auto getModelKeeper() const -> ModelKeeper*
auto getPoseKeeper() const -> ActorPoseKeeperBase*
auto getExecuteInfo() const -> ActorExecuteInfo*
auto getActorActionKeeper() const -> ActorActionKeeper*
auto getActorItemKeeper() const -> ActorItemKeeper*
auto getActorScoreKeeper() const -> ActorScoreKeeper*
auto getCollider() const -> Collider*
auto getCollisionParts() const -> CollisionParts*
auto getHitSensorKeeper() const -> HitSensorKeeper*
auto getScreenPointKeeper() const -> ScreenPointKeeper*
auto getHitReactionKeeper() const -> HitReactionKeeper*
auto getRailKeeper() const -> RailKeeper*
auto getShadowKeeper() const -> ShadowKeeper*
auto getActorPrePassLightKeeper() const -> ActorPrePassLightKeeper*
auto getActorOcclusionKeeper() const -> ActorOcclusionKeeper*
auto getSubActorKeeper() const -> SubActorKeeper*
auto getActorParamHolder() const -> ActorParamHolder*
void setName(const char* newName)

Function documentation

NerveKeeper* AllDeadWatcherWithShine::getNerveKeeper() const override

void AllDeadWatcherWithShine::initAfterPlacement() virtual

void AllDeadWatcherWithShine::makeActorAlive() virtual

void AllDeadWatcherWithShine::makeActorDead() virtual

void AllDeadWatcherWithShine::movement() virtual

void AllDeadWatcherWithShine::calcAnim() virtual

void AllDeadWatcherWithShine::draw() const virtual

void AllDeadWatcherWithShine::startClipped() virtual

void AllDeadWatcherWithShine::endClipped() virtual

void AllDeadWatcherWithShine::attackSensor(HitSensor* self, HitSensor* other) virtual

bool AllDeadWatcherWithShine::receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) virtual

bool AllDeadWatcherWithShine::receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) virtual

const char* AllDeadWatcherWithShine::getName() const override

const sead::Matrix34f* AllDeadWatcherWithShine::getBaseMtx() const virtual

EffectKeeper* AllDeadWatcherWithShine::getEffectKeeper() const override

AudioKeeper* AllDeadWatcherWithShine::getAudioKeeper() const override

StageSwitchKeeper* AllDeadWatcherWithShine::getStageSwitchKeeper() const override

RailRider* AllDeadWatcherWithShine::getRailRider() const override

SceneObjHolder* AllDeadWatcherWithShine::getSceneObjHolder() const override

CollisionDirector* AllDeadWatcherWithShine::getCollisionDirector() const override

AreaObjDirector* AllDeadWatcherWithShine::getAreaObjDirector() const override

CameraDirector* AllDeadWatcherWithShine::getCameraDirector() const override

NatureDirector* AllDeadWatcherWithShine::getNatureDirector() const

void AllDeadWatcherWithShine::initStageSwitchKeeper() override

void AllDeadWatcherWithShine::control() virtual

void AllDeadWatcherWithShine::updateCollider() virtual

ActorSceneInfo* AllDeadWatcherWithShine::getSceneInfo() const

void AllDeadWatcherWithShine::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void AllDeadWatcherWithShine::initExecuteInfo(ActorExecuteInfo* executeInfo)

void AllDeadWatcherWithShine::initModelKeeper(ModelKeeper* modelKeeper)

void AllDeadWatcherWithShine::initActionKeeper(ActorActionKeeper* actionKeeper)

void AllDeadWatcherWithShine::initNerveKeeper(NerveKeeper* nerveKeeper)

void AllDeadWatcherWithShine::initHitSensor(s32 amount)

void AllDeadWatcherWithShine::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void AllDeadWatcherWithShine::initEffectKeeper(EffectKeeper* effectKeeper)

void AllDeadWatcherWithShine::initAudioKeeper(AudioKeeper* audioKeeper)

void AllDeadWatcherWithShine::initRailKeeper(const ActorInitInfo& info, const char* linkName)

void AllDeadWatcherWithShine::initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)

void AllDeadWatcherWithShine::initItemKeeper(s32 itemAmount)

void AllDeadWatcherWithShine::initScoreKeeper()

void AllDeadWatcherWithShine::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void AllDeadWatcherWithShine::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void AllDeadWatcherWithShine::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void AllDeadWatcherWithShine::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* AllDeadWatcherWithShine::getFlags() const

ModelKeeper* AllDeadWatcherWithShine::getModelKeeper() const

ActorPoseKeeperBase* AllDeadWatcherWithShine::getPoseKeeper() const

ActorExecuteInfo* AllDeadWatcherWithShine::getExecuteInfo() const

ActorActionKeeper* AllDeadWatcherWithShine::getActorActionKeeper() const

ActorItemKeeper* AllDeadWatcherWithShine::getActorItemKeeper() const

ActorScoreKeeper* AllDeadWatcherWithShine::getActorScoreKeeper() const

Collider* AllDeadWatcherWithShine::getCollider() const

CollisionParts* AllDeadWatcherWithShine::getCollisionParts() const

HitSensorKeeper* AllDeadWatcherWithShine::getHitSensorKeeper() const

ScreenPointKeeper* AllDeadWatcherWithShine::getScreenPointKeeper() const

HitReactionKeeper* AllDeadWatcherWithShine::getHitReactionKeeper() const

RailKeeper* AllDeadWatcherWithShine::getRailKeeper() const

ShadowKeeper* AllDeadWatcherWithShine::getShadowKeeper() const

ActorPrePassLightKeeper* AllDeadWatcherWithShine::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* AllDeadWatcherWithShine::getActorOcclusionKeeper() const

SubActorKeeper* AllDeadWatcherWithShine::getSubActorKeeper() const

ActorParamHolder* AllDeadWatcherWithShine::getActorParamHolder() const

void AllDeadWatcherWithShine::setName(const char* newName)