EnemyStateSwoon class

Base classes

class al::ActorStateBase

Constructors, destructors, conversion operators

EnemyStateSwoon(al::LiveActor* actor, const char* startAnimName, const char* loopAnimName, const char* endAnimName, bool hasSubActors, bool hasStartLandAnimation)

Public functions

void appear() override
void control() override
auto tryReceiveMsgAttack(const al::SensorMsg* message) -> bool
auto tryReceiveMsgStartHack(const al::SensorMsg* message) -> bool
auto tryReceiveMsgEndSwoon(const al::SensorMsg* message) -> bool
auto tryReceiveMsgPressDown(const al::SensorMsg* message) -> bool
auto tryReceiveMsgObjHipDropAll(const al::SensorMsg* message) -> bool
auto tryReceiveMsgTrample(const al::SensorMsg* message) -> bool
auto tryReceiveMsgTrample(const al::SensorMsg*, const al::HitSensor* other, const al::HitSensor* self) -> bool
auto tryReceiveMsgTrampleReflect(const al::SensorMsg* message) -> bool
auto tryReceiveMsgTrampleReflect(const al::SensorMsg*, const al::HitSensor* other, const al::HitSensor* self) -> bool
auto tryReceiveMsgObjHipDropReflect(const al::SensorMsg* message) -> bool
auto tryReceiveMsgObjLeapFrog(const al::SensorMsg*, const al::HitSensor* other, const al::HitSensor* self) -> bool
auto tryReceiveMsgEnableLockOn(const al::SensorMsg* message) -> bool
auto tryReceiveMsgStartLockOn(const al::SensorMsg* message) -> bool
auto requestTrampled() -> bool
void initParams(s32 swoonDuration, const char* trampledAnimName)
void initParams(const EnemyStateSwoonInitParam& initParam)
auto getSwoonStartAnimName() const -> const char*
auto getSwoonStartLandAnimName() const -> const char*
auto isOnGroundOrWaterSurface() const -> bool
auto tryStartHitReactionLand() -> bool
auto getSwoonLoopAnimName() const -> const char*
auto isPlayingActionIncorrect() const -> bool
auto getSwoonEndAnimName() const -> const char*
auto getSwoonTrampledAnimName() const -> const char*
void exeSwoonStart()
void exeSwoonStartFall()
void exeSwoonStartLand()
void exeSwoonLoop()
void exeSwoonEndSign()
void exeSwoonEnd()
void exeSwoonTrampled()
void enableLockOnDelay(bool hasLockOnDelay)
void init() virtual
void kill() virtual
auto update() -> bool 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 EnemyStateSwoon::init() virtual

void EnemyStateSwoon::kill() virtual

bool EnemyStateSwoon::update() virtual

bool EnemyStateSwoon::isDead() const

NerveKeeper* EnemyStateSwoon::getNerveKeeper() const virtual

void EnemyStateSwoon::initNerve(const Nerve* nerve, s32 stateCount)

void EnemyStateSwoon::updateNerve()

Variable documentation

LiveActor* EnemyStateSwoon::mActor protected