CapTargetParts class
Base classes
- class al::PartsModel
Constructors, destructors, conversion operators
-
CapTargetParts(al::
LiveActor* actor, const al:: ActorInitInfo& initInfo)
Public functions
- void startHack()
- void startNormal()
- void startSwoon()
- void endClipped() override
- void calcAnim() override
- void attackSensor(HitSensor* self, HitSensor* other) override
- auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool override
-
void initPartsDirect(LiveActor*,
const ActorInitInfo&,
const char*,
const sead::
Matrix34f*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, bool) -
void initPartsSuffix(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const sead::
Matrix34f*, bool) -
void initPartsMtx(LiveActor*,
const ActorInitInfo&,
const char*,
const sead::
Matrix34f*, bool) - void initPartsFixFile(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*)
- void initPartsFixFileNoRegister(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*)
- void updatePose()
- void offSyncAppearAndHide()
- void onSyncAppearAndHide()
- auto getNerveKeeper() const -> NerveKeeper* override
- void init(const ActorInitInfo& info) virtual
- void initAfterPlacement() virtual
- void appear() virtual
- void makeActorAlive() virtual
- void kill() virtual
- void makeActorDead() virtual
- void movement() virtual
- void draw() const virtual
- void startClipped() 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
void CapTargetParts:: endClipped() override
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: calcAnim() override
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: attackSensor(HitSensor* self,
HitSensor* other) override
#include <l/Library/Obj/PartsModel.h>
bool CapTargetParts:: receiveMsg(const SensorMsg* message,
HitSensor* other,
HitSensor* self) override
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: initPartsDirect(LiveActor*,
const ActorInitInfo&,
const char*,
const sead:: Matrix34f*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
bool)
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: initPartsSuffix(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const sead:: Matrix34f*,
bool)
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: initPartsMtx(LiveActor*,
const ActorInitInfo&,
const char*,
const sead:: Matrix34f*,
bool)
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: initPartsFixFile(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*)
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: initPartsFixFileNoRegister(LiveActor*,
const ActorInitInfo&,
const char*,
const char*,
const char*)
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: updatePose()
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: offSyncAppearAndHide()
#include <l/Library/Obj/PartsModel.h>
void CapTargetParts:: onSyncAppearAndHide()
#include <l/Library/Obj/PartsModel.h>
NerveKeeper* CapTargetParts:: getNerveKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: init(const ActorInitInfo& info) virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initAfterPlacement() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: appear() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: makeActorAlive() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: kill() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: makeActorDead() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: movement() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: draw() const virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: startClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
bool CapTargetParts:: receiveMsgScreenPoint(const SensorMsg* message,
ScreenPointer* source,
ScreenPointTarget* target) virtual
#include <l/Library/LiveActor/LiveActor.h>
const char* CapTargetParts:: getName() const override
#include <l/Library/LiveActor/LiveActor.h>
const sead:: Matrix34f* CapTargetParts:: getBaseMtx() const virtual
#include <l/Library/LiveActor/LiveActor.h>
EffectKeeper* CapTargetParts:: getEffectKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
AudioKeeper* CapTargetParts:: getAudioKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
StageSwitchKeeper* CapTargetParts:: getStageSwitchKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
RailRider* CapTargetParts:: getRailRider() const override
#include <l/Library/LiveActor/LiveActor.h>
SceneObjHolder* CapTargetParts:: getSceneObjHolder() const override
#include <l/Library/LiveActor/LiveActor.h>
CollisionDirector* CapTargetParts:: getCollisionDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
AreaObjDirector* CapTargetParts:: getAreaObjDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
CameraDirector* CapTargetParts:: getCameraDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
NatureDirector* CapTargetParts:: getNatureDirector() const
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initStageSwitchKeeper() override
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: control() virtual
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: updateCollider() virtual
#include <l/Library/LiveActor/LiveActor.h>
ActorSceneInfo* CapTargetParts:: getSceneInfo() const
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initExecuteInfo(ActorExecuteInfo* executeInfo)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initModelKeeper(ModelKeeper* modelKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initActionKeeper(ActorActionKeeper* actionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initNerveKeeper(NerveKeeper* nerveKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initHitSensor(s32 amount)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initEffectKeeper(EffectKeeper* effectKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initAudioKeeper(AudioKeeper* audioKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initRailKeeper(const ActorInitInfo& info,
const char* linkName)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initCollider(f32 radius,
f32 offsetY,
u32 allocatedHitInfo)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initItemKeeper(s32 itemAmount)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initScoreKeeper()
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initSubActorKeeper(SubActorKeeper* subActorKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: initSceneInfo(ActorSceneInfo* sceneInfo)
#include <l/Library/LiveActor/LiveActor.h>
LiveActorFlag* CapTargetParts:: getFlags() const
#include <l/Library/LiveActor/LiveActor.h>
ModelKeeper* CapTargetParts:: getModelKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPoseKeeperBase* CapTargetParts:: getPoseKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorExecuteInfo* CapTargetParts:: getExecuteInfo() const
#include <l/Library/LiveActor/LiveActor.h>
ActorActionKeeper* CapTargetParts:: getActorActionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorItemKeeper* CapTargetParts:: getActorItemKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorScoreKeeper* CapTargetParts:: getActorScoreKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
Collider* CapTargetParts:: getCollider() const
#include <l/Library/LiveActor/LiveActor.h>
CollisionParts* CapTargetParts:: getCollisionParts() const
#include <l/Library/LiveActor/LiveActor.h>
HitSensorKeeper* CapTargetParts:: getHitSensorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ScreenPointKeeper* CapTargetParts:: getScreenPointKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
HitReactionKeeper* CapTargetParts:: getHitReactionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
RailKeeper* CapTargetParts:: getRailKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ShadowKeeper* CapTargetParts:: getShadowKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPrePassLightKeeper* CapTargetParts:: getActorPrePassLightKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorOcclusionKeeper* CapTargetParts:: getActorOcclusionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
SubActorKeeper* CapTargetParts:: getSubActorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorParamHolder* CapTargetParts:: getActorParamHolder() const
#include <l/Library/LiveActor/LiveActor.h>
void CapTargetParts:: setName(const char* newName)
#include <l/Library/LiveActor/LiveActor.h>