LiveActor class
Base classes
- class IUseNerve
- class IUseEffectKeeper
- class IUseAudioKeeper
- class IUseStageSwitch
- class IUseSceneObjHolder
- class IUseAreaObj
- class IUseCamera
- class IUseCollision
- class IUseRail
- class IUseHioNode
Derived classes
- class AllDeadWatcher
- class BackHideParts
- class BreakMapPartsBase
- class BreakModel
- class CameraRailHolder
- class CameraWatchPoint
- class ChildStep
- class ClockMapParts
- class CollisionObj
- class ConveyerMapParts
- class ConveyerStep
- class DepthShadowModel
- class DynamicDrawActor
- class EffectObj
- class EffectObjCameraEmit
- class EffectObjFollowCamera
- class EffectObjFollowCameraLimit
- class EffectObjInterval
- class FallMapParts
- class FixMapParts
- class FloaterMapParts
- class FlowMapParts
- class GateMapParts
- class KeyMoveFollowTarget
- class KeyMoveMapParts
- class KeyMoveMapPartsGenerator
- class ModelDrawParts
- class PartsModel
- class RailMoveMapParts
- class RollingCubeMapParts
- class RotateMapParts
- class SeesawMapParts
- class SilhouetteModel
- class SimpleCircleShadowXZ
- class SlideMapParts
- class SubActorLodMapParts
- class SupportFreezeSyncGroupHolder
- class SurfMapParts
- class SwingMapParts
- class SwitchDitherMapParts
- class SwitchOpenMapParts
- class VisibleSwitchMapParts
- class WheelMapParts
- class WobbleMapParts
- class AllDeadWatcherWithShine
- class AnagramAlphabet
- class AnagramAlphabetCharacter
- class BarrelStack2D
- class BarrierField
- class Bird
- class BirdPlayerGlideCtrl
- class BossForestWander
- class CapBomb
- class CapSwitch
- class ChurchDoor
- class CitySignal
- class Coin
- class Coin2D
- class Coin2DCity
- class Coin2DCityDirector
- class CoinBlow
- class CoinChameleon
- class CoinCirclePlacement
- class CoinCollect
- class CoinCollect2D
- class CoinCollectDummy
- class CoinCollectEmpty
- class CoinCollectEmpty2D
- class CoinCollectHintObj
- class CoinRail
- class CoinStack
- class CoinStackGroup
- class Doshi
- class ElectricWire
- class ElectricWireRailKeeper
- class EnemyCap
- class FireDrum2D
- class FukuwaraiFaceParts
- class Gamane
- class GamaneBullet
- class GolemClimbFootPrint
- class HackCap
- class HackFork
- class HipDropSwitch
- class ItemAmiiboKoopa
- class KaronWing
- class KuriboGirl
- class KuriboMini
- class KuromadoMagicBall
- class LavaPan
- class LifeMaxUpItem
- class LifeMaxUpItem2D
- class LifeUpItem
- class LifeUpItem2D
- class Megane
- class MeganeMapParts
- class MofumofuScrap
- class MofumofuWarpHole
- class MoonBasementSlideObj
- class MoonWorldCaptureParadeLift
- class Mummy
- class Nokonoko
- class PackunPoisonBall
- class PackunTrace
- class PeachWorldTree
- class Pecho
- class PictureNoStageChange
- class Player
- class PlayerActorBase
- class Popn
- class RaceAudienceNpc
- class RiseMapParts
- class RiseMapPartsHolder
- class RouletteSwitch
- class SaveFlagCheckObj
- class SenobiLeaf
- class Shine
- class ShineTowerBackDoor
- class ShineTowerKey
- class ShineTowerNpc
- class Souvenir
- class SpaceShuttleChild
- class SphinxRideMiniGameObjGenerator
- class StageSwitchSelector
- class TimeBalloonHintArrow
- class Togezo
- class Togezo2D
- class TrampleBush
- class TrampleSwitch
- class TrampleSwitchTimer
- class TransparentWall
- class VocalMike
- class VolleyballBall
- class VolleyballBase
- class VolleyballNet
- class VolleyballNpc
- class WeightSwitch
- class WorldMapEarth
- class WorldMapParts
- class Yoshi
Constructors, destructors, conversion operators
- LiveActor(const char* actorName)
Public functions
- auto getNerveKeeper() const -> NerveKeeper* override
- void init(const ActorInitInfo& info) virtual
- void initAfterPlacement() virtual
- void appear() virtual
- void makeActorAlive() virtual
- void kill() virtual
- void makeActorDead() virtual
- void movement() virtual
- void calcAnim() virtual
- void draw() const virtual
- void startClipped() virtual
- void endClipped() virtual
- void attackSensor(HitSensor* self, HitSensor* other) virtual
- auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool 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)