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
#include <l/Library/Nerve/NerveStateBase.h>
void PlayerStateWallAir:: kill() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool PlayerStateWallAir:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void PlayerStateWallAir:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool PlayerStateWallAir:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* PlayerStateWallAir:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void PlayerStateWallAir:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void PlayerStateWallAir:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* PlayerStateWallAir:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>