PlayerStateWallAir class

Base classes

class al::ActorStateBase

Constructors, destructors, conversion operators

PlayerStateWallAir(al::LiveActor* player, const PlayerConst* pConst, const PlayerInput* input, const PlayerTrigger* trigger, IUsePlayerCollision* collision, IJudge* judgeWallKeep, PlayerJudgePreInputJump* judgePreInputJump, PlayerAnimator* animator, PlayerWallActionHistory* wallActionHistory, PlayerActionDiveInWater* actionDiveInWater)

Public functions

void appear() override
auto isAir() const -> bool
auto isJustJump() const -> bool
auto isEnableReactionCapCatch() const -> bool
void startSlideSpinAttack()
void calcSnapMoveCutDir(sead::Vector3f* cutDir) const
void exeSlide()
void exeJump()
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 PlayerStateWallAir::init() virtual

void PlayerStateWallAir::kill() virtual

bool PlayerStateWallAir::update() virtual

void PlayerStateWallAir::control() virtual

bool PlayerStateWallAir::isDead() const

NerveKeeper* PlayerStateWallAir::getNerveKeeper() const virtual

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

void PlayerStateWallAir::updateNerve()

Variable documentation

LiveActor* PlayerStateWallAir::mActor protected