GamaneHackState class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
Public functions
- void appear() override
- void kill() override
-
void attackSensor(al::
HitSensor* self, al:: HitSensor* other) -
auto receiveMsg(const al::SensorMsg* message,
al::
HitSensor* other, al:: HitSensor* self) -> bool -
void initialize(const al::
ActorInitInfo& info) - auto isJump() const -> bool
- void tryJump()
- auto isHackEnd() const -> bool
- void updateMovement()
- auto judgeShoot() -> bool
- void shoot(s32)
- void exeWait()
- void exeMove()
- void exeQuickTurn()
- void exeFall()
- void exeJump()
- void exeLand()
- void exeSwingAttack()
- void exeEnd()
- void setPlayerHackAction(IUsePlayerHack* playerHackAction)
-
auto getVelocity() -> const sead::
Vector3f& -
void setVelocity(const sead::
Vector3f& vector) - void init() 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 GamaneHackState:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool GamaneHackState:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void GamaneHackState:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool GamaneHackState:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* GamaneHackState:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void GamaneHackState:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void GamaneHackState:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* GamaneHackState:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>