PlayerStateNormalWallJump class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
-
PlayerStateNormalWallJump(al::
LiveActor*, const PlayerConst*, const PlayerInput*, const IUsePlayerCollision*, const PlayerTrigger*, PlayerAnimator*, PlayerActionDiveInWater*)
Public functions
- void appear() override
- void exeJump()
-
auto getFront() const -> const sead::
Vector3f& - 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 PlayerStateNormalWallJump:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void PlayerStateNormalWallJump:: kill() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool PlayerStateNormalWallJump:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void PlayerStateNormalWallJump:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool PlayerStateNormalWallJump:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* PlayerStateNormalWallJump:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void PlayerStateNormalWallJump:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void PlayerStateNormalWallJump:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* PlayerStateNormalWallJump:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>