HackerStateNormalMove class

Base classes

class al::ActorStateBase

Constructors, destructors, conversion operators

HackerStateNormalMove(al::LiveActor*, IUsePlayerHack**, const char*, const char*, const char*)

Public functions

void appear() override
void setLandNerve()
void setupFallTime(s32)
void changeWaitAnim(const char*)
void changeRunAnim(const char*)
void changeFallAnim(const char*)
void usePlayerTurnControl(bool)
void usePlayerCollision(IUsePlayerCollision*)
auto isWaiting() const -> bool
auto isFalling() const -> bool
void exeWait()
void updateGroundWait()
auto tryPivot() -> bool
void exeMove()
void calcGravityDirLocal(sead::Vector3f*) const
void updateGroundMove()
void exeBrake()
void exePivot()
void exeFall()
auto getTurnControl() const -> PlayerActionTurnControl*
void set_49(bool isEnabled)
void set_54(f32 value)
void set_5c(f32 value)
void setMoveVelocity(f32 velocity)
void setTurnAngle(f32 turnAngle)
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 HackerStateNormalMove::init() virtual

void HackerStateNormalMove::kill() virtual

bool HackerStateNormalMove::update() virtual

void HackerStateNormalMove::control() virtual

bool HackerStateNormalMove::isDead() const

NerveKeeper* HackerStateNormalMove::getNerveKeeper() const virtual

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

void HackerStateNormalMove::updateNerve()

Variable documentation

LiveActor* HackerStateNormalMove::mActor protected