al::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

LiveActor* mActor

Function documentation

NerveKeeper* al::ActorStateBase::getNerveKeeper() const virtual

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

void al::ActorStateBase::updateNerve()