CitySignal class

Base classes

class al::LiveActor

Constructors, destructors, conversion operators

CitySignal(const char* name)

Public functions

void init(const al::ActorInitInfo& info) override
void movement() override
void calcAnim() override
auto receiveMsg(const al::SensorMsg* message, al::HitSensor* other, al::HitSensor* self) -> bool override
void exeWaitRed()
void exeWaitBlue()
void exeWaitOff()
auto getNerveKeeper() const -> NerveKeeper* override
void initAfterPlacement() virtual
void appear() virtual
void makeActorAlive() virtual
void kill() virtual
void makeActorDead() 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* CitySignal::getNerveKeeper() const override

void CitySignal::initAfterPlacement() virtual

void CitySignal::appear() virtual

void CitySignal::makeActorAlive() virtual

void CitySignal::kill() virtual

void CitySignal::makeActorDead() virtual

void CitySignal::draw() const virtual

void CitySignal::startClipped() virtual

void CitySignal::endClipped() virtual

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

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

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

const char* CitySignal::getName() const override

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

EffectKeeper* CitySignal::getEffectKeeper() const override

AudioKeeper* CitySignal::getAudioKeeper() const override

StageSwitchKeeper* CitySignal::getStageSwitchKeeper() const override

RailRider* CitySignal::getRailRider() const override

SceneObjHolder* CitySignal::getSceneObjHolder() const override

CollisionDirector* CitySignal::getCollisionDirector() const override

AreaObjDirector* CitySignal::getAreaObjDirector() const override

CameraDirector* CitySignal::getCameraDirector() const override

NatureDirector* CitySignal::getNatureDirector() const

void CitySignal::initStageSwitchKeeper() override

void CitySignal::control() virtual

void CitySignal::updateCollider() virtual

ActorSceneInfo* CitySignal::getSceneInfo() const

void CitySignal::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void CitySignal::initExecuteInfo(ActorExecuteInfo* executeInfo)

void CitySignal::initModelKeeper(ModelKeeper* modelKeeper)

void CitySignal::initActionKeeper(ActorActionKeeper* actionKeeper)

void CitySignal::initNerveKeeper(NerveKeeper* nerveKeeper)

void CitySignal::initHitSensor(s32 amount)

void CitySignal::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void CitySignal::initEffectKeeper(EffectKeeper* effectKeeper)

void CitySignal::initAudioKeeper(AudioKeeper* audioKeeper)

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

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

void CitySignal::initItemKeeper(s32 itemAmount)

void CitySignal::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void CitySignal::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void CitySignal::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void CitySignal::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* CitySignal::getFlags() const

ModelKeeper* CitySignal::getModelKeeper() const

ActorPoseKeeperBase* CitySignal::getPoseKeeper() const

ActorExecuteInfo* CitySignal::getExecuteInfo() const

ActorActionKeeper* CitySignal::getActorActionKeeper() const

ActorItemKeeper* CitySignal::getActorItemKeeper() const

ActorScoreKeeper* CitySignal::getActorScoreKeeper() const

Collider* CitySignal::getCollider() const

CollisionParts* CitySignal::getCollisionParts() const

HitSensorKeeper* CitySignal::getHitSensorKeeper() const

ScreenPointKeeper* CitySignal::getScreenPointKeeper() const

HitReactionKeeper* CitySignal::getHitReactionKeeper() const

RailKeeper* CitySignal::getRailKeeper() const

ShadowKeeper* CitySignal::getShadowKeeper() const

ActorPrePassLightKeeper* CitySignal::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* CitySignal::getActorOcclusionKeeper() const

SubActorKeeper* CitySignal::getSubActorKeeper() const

ActorParamHolder* CitySignal::getActorParamHolder() const

void CitySignal::setName(const char* newName)