ActorStateBase class
Base classes
- class NerveStateBase
Derived classes
- class EnemyStateBlowDown
- class CoinCollectHintState
- class CoinStateAppearRotate
- class CoinStateCountUp
- class EnemyStateDamageCap
- class EnemyStateHackStart
- class EnemyStateReset
- class EnemyStateReviveInsideScreen
- class EnemyStateRunAway
- class EnemyStateSwoon
- class EnemyStateWander
- class FlyerStateWander
- class FurnitureStateWait
- class GamaneHackState
- class HackerStateNormalMove
- class HackerStateWingFly
- class KaronWingStateHack
- class MapObjStatePlayerHold
- class PlayerStateAutoDash
- class PlayerStateHeadSliding
- class PlayerStateHipDrop
- class PlayerStateNormalWallJump
- class PlayerStateNormalWallSlide
- class PlayerStateSlope
- class PlayerStateWait
- class PlayerStateWallAir
Constructors, destructors, conversion operators
- ActorStateBase(const char* stateName, LiveActor* actor)
Public functions
- void init() virtual
- void appear() 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
Function documentation
NerveKeeper* al:: ActorStateBase:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void al:: ActorStateBase:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void al:: ActorStateBase:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>