EnemyStateBlowDown class
Base classes
- class ActorStateBase
Constructors, destructors, conversion operators
- EnemyStateBlowDown(LiveActor*, const EnemyStateBlowDownParam*, const char*)
Public functions
- void start(const HitSensor*)
-
void start(const sead::
Vector3f&) - void start(const HitSensor*, const HitSensor*)
- void start(const LiveActor*)
- void appear() override
- void kill() override
- void control() override
- void setParam(const EnemyStateBlowDownParam* param)
- void init() virtual
- auto update() -> bool virtual
- auto isDead() const -> bool
- auto getNerveKeeper() const -> NerveKeeper* virtual
- void initNerve(const Nerve* nerve, s32 stateCount)
- void updateNerve()
Protected variables
Function documentation
void al:: EnemyStateBlowDown:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool al:: EnemyStateBlowDown:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool al:: EnemyStateBlowDown:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* al:: EnemyStateBlowDown:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void al:: EnemyStateBlowDown:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void al:: EnemyStateBlowDown:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* al:: EnemyStateBlowDown:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>