GamaneHackState class

Base classes

class al::ActorStateBase

Constructors, destructors, conversion operators

GamaneHackState(al::LiveActor*)

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

bool GamaneHackState::update() virtual

void GamaneHackState::control() virtual

bool GamaneHackState::isDead() const

NerveKeeper* GamaneHackState::getNerveKeeper() const virtual

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

void GamaneHackState::updateNerve()

Variable documentation

LiveActor* GamaneHackState::mActor protected