EnemyStateDamageCap class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
-
EnemyStateDamageCap(al::
LiveActor* actor)
Public functions
- void kill() override
-
void createEnemyCap(const al::
ActorInitInfo&, const char*) -
auto tryReceiveMsgCapBlow(const al::SensorMsg*,
al::
HitSensor*, al:: HitSensor*) -> bool - auto isCapOn() const -> bool
-
void blowCap(al::
HitSensor*) - void resetCap()
- void makeActorDeadCap()
- void exeWait()
- void exeDamageCap()
- auto getEnemyCap() -> const EnemyCap*
- void init() virtual
- void appear() virtual
- auto update() -> bool virtual
- void control() virtual
- auto isDead() const -> bool
- auto getNerveKeeper() const -> NerveKeeper* virtual
- void initNerve(const Nerve* nerve, s32 stateCount)
- void updateNerve()
Protected variables
- LiveActor* mActor
Function documentation
void EnemyStateDamageCap:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateDamageCap:: appear() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateDamageCap:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateDamageCap:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateDamageCap:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* EnemyStateDamageCap:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateDamageCap:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateDamageCap:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* EnemyStateDamageCap:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>