PlayerStateHipDrop class

Base classes

class al::ActorStateBase

Constructors, destructors, conversion operators

PlayerStateHipDrop(al::LiveActor* player, const PlayerConst* pConst, const PlayerInput* input, const IUsePlayerCollision* collider, PlayerAnimator* animator, PlayerTrigger* trigger)

Public functions

void appear() override
auto attackHipDropKnockDown(al::HitSensor* sender, al::HitSensor* receiver) -> bool
auto isEnableHeadSliding() const -> bool
auto isEnableHipDropAttack() const -> bool
auto isEnableLandCancel() const -> bool
auto isEnableMove() const -> bool
auto isEnableInWater() const -> bool
auto isEnableIK() const -> bool
auto isLandTrigger() const -> bool
void exeStart()
void exeFall()
void exeLand()
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 PlayerStateHipDrop::init() virtual

void PlayerStateHipDrop::kill() virtual

bool PlayerStateHipDrop::update() virtual

void PlayerStateHipDrop::control() virtual

bool PlayerStateHipDrop::isDead() const

NerveKeeper* PlayerStateHipDrop::getNerveKeeper() const virtual

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

void PlayerStateHipDrop::updateNerve()

Variable documentation

LiveActor* PlayerStateHipDrop::mActor protected