EnemyStateHackStart class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
Public functions
-
auto tryStart(const al::SensorMsg*,
al::
HitSensor*, al:: HitSensor*) -> IUsePlayerHack* - void kill() override
- auto isHackStart() const -> bool
- auto calcHackStartNerveRate() const -> f32
- void exeDiveIn()
- void exeHackStart()
- 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 EnemyStateHackStart:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateHackStart:: appear() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateHackStart:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateHackStart:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateHackStart:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* EnemyStateHackStart:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateHackStart:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateHackStart:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* EnemyStateHackStart:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>