FlowMapParts class
Base classes
- class LiveActor
Constructors, destructors, conversion operators
- FlowMapParts(const char* name)
Public functions
- void init(const ActorInitInfo& info) override
- void appear() override
- void movement() override
- void calcAnim() override
- auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool override
- auto getNerveKeeper() const -> NerveKeeper* override
- void initAfterPlacement() virtual
- void makeActorAlive() virtual
- void kill() virtual
- void makeActorDead() virtual
- void draw() const virtual
- void startClipped() virtual
- void endClipped() virtual
- void attackSensor(HitSensor* self, HitSensor* other) virtual
- auto receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) -> bool virtual
- auto getName() const -> const char* override
-
auto getBaseMtx() const -> const sead::
Matrix34f* virtual - auto getEffectKeeper() const -> EffectKeeper* override
- auto getAudioKeeper() const -> AudioKeeper* override
- auto getStageSwitchKeeper() const -> StageSwitchKeeper* override
- auto getRailRider() const -> RailRider* override
- auto getSceneObjHolder() const -> SceneObjHolder* override
- auto getCollisionDirector() const -> CollisionDirector* override
- auto getAreaObjDirector() const -> AreaObjDirector* override
- auto getCameraDirector() const -> CameraDirector* override
- auto getNatureDirector() const -> NatureDirector*
- void initStageSwitchKeeper() override
- void control() virtual
- void updateCollider() virtual
- auto getSceneInfo() const -> ActorSceneInfo*
- void initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
- void initExecuteInfo(ActorExecuteInfo* executeInfo)
- void initModelKeeper(ModelKeeper* modelKeeper)
- void initActionKeeper(ActorActionKeeper* actionKeeper)
- void initNerveKeeper(NerveKeeper* nerveKeeper)
- void initHitSensor(s32 amount)
- void initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
- void initEffectKeeper(EffectKeeper* effectKeeper)
- void initAudioKeeper(AudioKeeper* audioKeeper)
- void initRailKeeper(const ActorInitInfo& info, const char* linkName)
- void initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)
- void initItemKeeper(s32 itemAmount)
- void initScoreKeeper()
- void initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
- void initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
- void initSubActorKeeper(SubActorKeeper* subActorKeeper)
- void initSceneInfo(ActorSceneInfo* sceneInfo)
- auto getFlags() const -> LiveActorFlag*
- auto getModelKeeper() const -> ModelKeeper*
- auto getPoseKeeper() const -> ActorPoseKeeperBase*
- auto getExecuteInfo() const -> ActorExecuteInfo*
- auto getActorActionKeeper() const -> ActorActionKeeper*
- auto getActorItemKeeper() const -> ActorItemKeeper*
- auto getActorScoreKeeper() const -> ActorScoreKeeper*
- auto getCollider() const -> Collider*
- auto getCollisionParts() const -> CollisionParts*
- auto getHitSensorKeeper() const -> HitSensorKeeper*
- auto getScreenPointKeeper() const -> ScreenPointKeeper*
- auto getHitReactionKeeper() const -> HitReactionKeeper*
- auto getRailKeeper() const -> RailKeeper*
- auto getShadowKeeper() const -> ShadowKeeper*
- auto getActorPrePassLightKeeper() const -> ActorPrePassLightKeeper*
- auto getActorOcclusionKeeper() const -> ActorOcclusionKeeper*
- auto getSubActorKeeper() const -> SubActorKeeper*
- auto getActorParamHolder() const -> ActorParamHolder*
- void setName(const char* newName)
Function documentation
NerveKeeper* al:: FlowMapParts:: getNerveKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initAfterPlacement() virtual
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: makeActorAlive() virtual
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: kill() virtual
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: makeActorDead() virtual
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: draw() const virtual
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: startClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: endClipped() virtual
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: attackSensor(HitSensor* self,
HitSensor* other) virtual
#include <l/Library/LiveActor/LiveActor.h>
bool al:: FlowMapParts:: receiveMsgScreenPoint(const SensorMsg* message,
ScreenPointer* source,
ScreenPointTarget* target) virtual
#include <l/Library/LiveActor/LiveActor.h>
const char* al:: FlowMapParts:: getName() const override
#include <l/Library/LiveActor/LiveActor.h>
const sead:: Matrix34f* al:: FlowMapParts:: getBaseMtx() const virtual
#include <l/Library/LiveActor/LiveActor.h>
EffectKeeper* al:: FlowMapParts:: getEffectKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
AudioKeeper* al:: FlowMapParts:: getAudioKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
StageSwitchKeeper* al:: FlowMapParts:: getStageSwitchKeeper() const override
#include <l/Library/LiveActor/LiveActor.h>
RailRider* al:: FlowMapParts:: getRailRider() const override
#include <l/Library/LiveActor/LiveActor.h>
SceneObjHolder* al:: FlowMapParts:: getSceneObjHolder() const override
#include <l/Library/LiveActor/LiveActor.h>
CollisionDirector* al:: FlowMapParts:: getCollisionDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
AreaObjDirector* al:: FlowMapParts:: getAreaObjDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
CameraDirector* al:: FlowMapParts:: getCameraDirector() const override
#include <l/Library/LiveActor/LiveActor.h>
NatureDirector* al:: FlowMapParts:: getNatureDirector() const
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initStageSwitchKeeper() override
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: control() virtual
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: updateCollider() virtual
#include <l/Library/LiveActor/LiveActor.h>
ActorSceneInfo* al:: FlowMapParts:: getSceneInfo() const
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initPoseKeeper(ActorPoseKeeperBase* poseKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initExecuteInfo(ActorExecuteInfo* executeInfo)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initModelKeeper(ModelKeeper* modelKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initActionKeeper(ActorActionKeeper* actionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initNerveKeeper(NerveKeeper* nerveKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initHitSensor(s32 amount)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initEffectKeeper(EffectKeeper* effectKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initAudioKeeper(AudioKeeper* audioKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initRailKeeper(const ActorInitInfo& info,
const char* linkName)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initCollider(f32 radius,
f32 offsetY,
u32 allocatedHitInfo)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initItemKeeper(s32 itemAmount)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initScoreKeeper()
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initActorPrePassLightKeeper(ActorPrePassLightKeeper* lightKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initSubActorKeeper(SubActorKeeper* subActorKeeper)
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: initSceneInfo(ActorSceneInfo* sceneInfo)
#include <l/Library/LiveActor/LiveActor.h>
LiveActorFlag* al:: FlowMapParts:: getFlags() const
#include <l/Library/LiveActor/LiveActor.h>
ModelKeeper* al:: FlowMapParts:: getModelKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPoseKeeperBase* al:: FlowMapParts:: getPoseKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorExecuteInfo* al:: FlowMapParts:: getExecuteInfo() const
#include <l/Library/LiveActor/LiveActor.h>
ActorActionKeeper* al:: FlowMapParts:: getActorActionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorItemKeeper* al:: FlowMapParts:: getActorItemKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorScoreKeeper* al:: FlowMapParts:: getActorScoreKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
Collider* al:: FlowMapParts:: getCollider() const
#include <l/Library/LiveActor/LiveActor.h>
CollisionParts* al:: FlowMapParts:: getCollisionParts() const
#include <l/Library/LiveActor/LiveActor.h>
HitSensorKeeper* al:: FlowMapParts:: getHitSensorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ScreenPointKeeper* al:: FlowMapParts:: getScreenPointKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
HitReactionKeeper* al:: FlowMapParts:: getHitReactionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
RailKeeper* al:: FlowMapParts:: getRailKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ShadowKeeper* al:: FlowMapParts:: getShadowKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorPrePassLightKeeper* al:: FlowMapParts:: getActorPrePassLightKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorOcclusionKeeper* al:: FlowMapParts:: getActorOcclusionKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
SubActorKeeper* al:: FlowMapParts:: getSubActorKeeper() const
#include <l/Library/LiveActor/LiveActor.h>
ActorParamHolder* al:: FlowMapParts:: getActorParamHolder() const
#include <l/Library/LiveActor/LiveActor.h>
void al:: FlowMapParts:: setName(const char* newName)
#include <l/Library/LiveActor/LiveActor.h>