PlayerActorBase class

Base classes

class al::LiveActor
class IUsePlayerHack

Derived classes

class PlayerActorHakoniwa

Constructors, destructors, conversion operators

PlayerActorBase(const char* name)

Public functions

void init(const al::ActorInitInfo& initInfo) override
void movement() override
void initPlayer(const al::ActorInitInfo& actorInitInfo, const PlayerInitInfo& playerInitInfo) virtual
auto getPortNo() const -> u32 virtual
auto getViewMtx() const -> sead::Matrix34f* virtual
auto getPlayerCollision() const -> IUsePlayerCollision* virtual
auto getPlayerHackKeeper() const -> PlayerHackKeeper* override
auto isEnableDemo() -> bool virtual
void startDemo() virtual
void endDemo() virtual
void startDemoPuppetable() virtual
void endDemoPuppetable() virtual
void startDemoShineGet() virtual
void endDemoShineGet() virtual
void startDemoMainShineGet() virtual
void endDemoMainShineGet() virtual
void startDemoHack() virtual
void endDemoHack() virtual
void startDemoKeepBind() virtual
void noticeDemoKeepBindExecute() virtual
void endDemoKeepBind() virtual
void startDemoKeepCarry() virtual
void endDemoKeepCarry() virtual
auto getDemoActor() -> al::DemoActor* virtual
auto getDemoAnimator() -> PlayerAnimator* virtual
auto isDamageStopDemo() const -> bool virtual
auto getPlayerPuppet() -> PlayerPuppet* virtual
auto getPlayerInfo() const -> PlayerInfo* virtual
auto checkDeathArea() -> bool virtual
void sendCollisionMsg() virtual
auto receivePushMsg(const al::SensorMsg* msg, al::HitSensor* other, al::HitSensor* self, f32 maxPush) -> bool virtual
auto getNerveKeeper() const -> NerveKeeper* override
void initAfterPlacement() virtual
void appear() virtual
void makeActorAlive() virtual
void kill() virtual
void makeActorDead() virtual
void calcAnim() virtual
void draw() const virtual
void startClipped() virtual
void endClipped() virtual
void attackSensor(HitSensor* self, HitSensor* other) virtual
auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool virtual
auto receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) -> bool virtual
auto getName() const -> const char* override
auto getBaseMtx() const -> const sead::Matrix34f* virtual
auto getEffectKeeper() const -> EffectKeeper* override
auto getAudioKeeper() const -> AudioKeeper* override
auto getStageSwitchKeeper() const -> StageSwitchKeeper* override
auto getRailRider() const -> RailRider* override
auto getSceneObjHolder() const -> SceneObjHolder* override
auto getCollisionDirector() const -> CollisionDirector* override
auto getAreaObjDirector() const -> AreaObjDirector* override
auto getCameraDirector() const -> CameraDirector* override
auto getNatureDirector() const -> NatureDirector*
void initStageSwitchKeeper() override
void control() virtual
void updateCollider() virtual
auto getSceneInfo() const -> ActorSceneInfo*
void initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
void initExecuteInfo(ActorExecuteInfo* executeInfo)
void initModelKeeper(ModelKeeper* modelKeeper)
void initActionKeeper(ActorActionKeeper* actionKeeper)
void initNerveKeeper(NerveKeeper* nerveKeeper)
void initHitSensor(s32 amount)
void initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
void initEffectKeeper(EffectKeeper* effectKeeper)
void initAudioKeeper(AudioKeeper* audioKeeper)
void initRailKeeper(const ActorInitInfo& info, const char* linkName)
void initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)
void initItemKeeper(s32 itemAmount)
void initScoreKeeper()
void initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
void initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
void initSubActorKeeper(SubActorKeeper* subActorKeeper)
void initSceneInfo(ActorSceneInfo* sceneInfo)
auto getFlags() const -> LiveActorFlag*
auto getModelKeeper() const -> ModelKeeper*
auto getPoseKeeper() const -> ActorPoseKeeperBase*
auto getExecuteInfo() const -> ActorExecuteInfo*
auto getActorActionKeeper() const -> ActorActionKeeper*
auto getActorItemKeeper() const -> ActorItemKeeper*
auto getActorScoreKeeper() const -> ActorScoreKeeper*
auto getCollider() const -> Collider*
auto getCollisionParts() const -> CollisionParts*
auto getHitSensorKeeper() const -> HitSensorKeeper*
auto getScreenPointKeeper() const -> ScreenPointKeeper*
auto getHitReactionKeeper() const -> HitReactionKeeper*
auto getRailKeeper() const -> RailKeeper*
auto getShadowKeeper() const -> ShadowKeeper*
auto getActorPrePassLightKeeper() const -> ActorPrePassLightKeeper*
auto getActorOcclusionKeeper() const -> ActorOcclusionKeeper*
auto getSubActorKeeper() const -> SubActorKeeper*
auto getActorParamHolder() const -> ActorParamHolder*
void setName(const char* newName)

Function documentation

NerveKeeper* PlayerActorBase::getNerveKeeper() const override

void PlayerActorBase::initAfterPlacement() virtual

void PlayerActorBase::appear() virtual

void PlayerActorBase::makeActorAlive() virtual

void PlayerActorBase::kill() virtual

void PlayerActorBase::makeActorDead() virtual

void PlayerActorBase::calcAnim() virtual

void PlayerActorBase::draw() const virtual

void PlayerActorBase::startClipped() virtual

void PlayerActorBase::endClipped() virtual

void PlayerActorBase::attackSensor(HitSensor* self, HitSensor* other) virtual

bool PlayerActorBase::receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) virtual

bool PlayerActorBase::receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) virtual

const char* PlayerActorBase::getName() const override

const sead::Matrix34f* PlayerActorBase::getBaseMtx() const virtual

EffectKeeper* PlayerActorBase::getEffectKeeper() const override

AudioKeeper* PlayerActorBase::getAudioKeeper() const override

StageSwitchKeeper* PlayerActorBase::getStageSwitchKeeper() const override

RailRider* PlayerActorBase::getRailRider() const override

SceneObjHolder* PlayerActorBase::getSceneObjHolder() const override

CollisionDirector* PlayerActorBase::getCollisionDirector() const override

AreaObjDirector* PlayerActorBase::getAreaObjDirector() const override

CameraDirector* PlayerActorBase::getCameraDirector() const override

NatureDirector* PlayerActorBase::getNatureDirector() const

void PlayerActorBase::initStageSwitchKeeper() override

void PlayerActorBase::control() virtual

void PlayerActorBase::updateCollider() virtual

ActorSceneInfo* PlayerActorBase::getSceneInfo() const

void PlayerActorBase::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void PlayerActorBase::initExecuteInfo(ActorExecuteInfo* executeInfo)

void PlayerActorBase::initModelKeeper(ModelKeeper* modelKeeper)

void PlayerActorBase::initActionKeeper(ActorActionKeeper* actionKeeper)

void PlayerActorBase::initNerveKeeper(NerveKeeper* nerveKeeper)

void PlayerActorBase::initHitSensor(s32 amount)

void PlayerActorBase::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void PlayerActorBase::initEffectKeeper(EffectKeeper* effectKeeper)

void PlayerActorBase::initAudioKeeper(AudioKeeper* audioKeeper)

void PlayerActorBase::initRailKeeper(const ActorInitInfo& info, const char* linkName)

void PlayerActorBase::initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)

void PlayerActorBase::initItemKeeper(s32 itemAmount)

void PlayerActorBase::initScoreKeeper()

void PlayerActorBase::initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)

void PlayerActorBase::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void PlayerActorBase::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void PlayerActorBase::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* PlayerActorBase::getFlags() const

ModelKeeper* PlayerActorBase::getModelKeeper() const

ActorPoseKeeperBase* PlayerActorBase::getPoseKeeper() const

ActorExecuteInfo* PlayerActorBase::getExecuteInfo() const

ActorActionKeeper* PlayerActorBase::getActorActionKeeper() const

ActorItemKeeper* PlayerActorBase::getActorItemKeeper() const

ActorScoreKeeper* PlayerActorBase::getActorScoreKeeper() const

Collider* PlayerActorBase::getCollider() const

CollisionParts* PlayerActorBase::getCollisionParts() const

HitSensorKeeper* PlayerActorBase::getHitSensorKeeper() const

ScreenPointKeeper* PlayerActorBase::getScreenPointKeeper() const

HitReactionKeeper* PlayerActorBase::getHitReactionKeeper() const

RailKeeper* PlayerActorBase::getRailKeeper() const

ShadowKeeper* PlayerActorBase::getShadowKeeper() const

ActorPrePassLightKeeper* PlayerActorBase::getActorPrePassLightKeeper() const

ActorOcclusionKeeper* PlayerActorBase::getActorOcclusionKeeper() const

SubActorKeeper* PlayerActorBase::getSubActorKeeper() const

ActorParamHolder* PlayerActorBase::getActorParamHolder() const

void PlayerActorBase::setName(const char* newName)