EnemyStateRunAway class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
-
EnemyStateRunAway(al::
LiveActor*, const ParamEnemyStateRunAway*, const char*)
Public functions
- void appear() override
-
void calcRunDirBase(sead::
Vector3f*) - void exeRun()
- void exePanicRun()
- void exePanicRunCollided()
- void init() virtual
- void kill() 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 EnemyStateRunAway:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateRunAway:: kill() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateRunAway:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void EnemyStateRunAway:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool EnemyStateRunAway:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* EnemyStateRunAway:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateRunAway:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void EnemyStateRunAway:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* EnemyStateRunAway:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>