PlayerStateHeadSliding class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
-
PlayerStateHeadSliding(al::
LiveActor* player, const PlayerConst* pConst, const IUsePlayerCollision* collision, const PlayerInput* input, const PlayerActionDiveInWater* actionDiveInWater, PlayerAnimator* animator)
Public functions
- void appear() override
- void kill() override
- auto isEnableDiveInWater() const -> bool
- void exeDive()
- 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 PlayerStateHeadSliding:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool PlayerStateHeadSliding:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void PlayerStateHeadSliding:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool PlayerStateHeadSliding:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* PlayerStateHeadSliding:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void PlayerStateHeadSliding:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void PlayerStateHeadSliding:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* PlayerStateHeadSliding:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>