al::PartsModel class

Base classes

class LiveActor

Derived classes

class CapTargetParts
class TiaraEyes

Constructors, destructors, conversion operators

PartsModel(const char*)

Public functions

void endClipped() override
void calcAnim() override
void attackSensor(HitSensor* self, HitSensor* other) override
auto receiveMsg(const SensorMsg* message, HitSensor* other, HitSensor* self) -> bool override
void initPartsDirect(LiveActor*, const ActorInitInfo&, const char*, const sead::Matrix34f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, bool)
void initPartsSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const sead::Matrix34f*, bool)
void initPartsMtx(LiveActor*, const ActorInitInfo&, const char*, const sead::Matrix34f*, bool)
void initPartsFixFile(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*)
void initPartsFixFileNoRegister(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*)
void updatePose()
void offSyncAppearAndHide()
void onSyncAppearAndHide()
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 draw() const virtual
void startClipped() 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::PartsModel::getNerveKeeper() const override

void al::PartsModel::init(const ActorInitInfo& info) virtual

void al::PartsModel::initAfterPlacement() virtual

void al::PartsModel::appear() virtual

void al::PartsModel::makeActorAlive() virtual

void al::PartsModel::kill() virtual

void al::PartsModel::makeActorDead() virtual

void al::PartsModel::movement() virtual

void al::PartsModel::draw() const virtual

void al::PartsModel::startClipped() virtual

bool al::PartsModel::receiveMsgScreenPoint(const SensorMsg* message, ScreenPointer* source, ScreenPointTarget* target) virtual

const char* al::PartsModel::getName() const override

const sead::Matrix34f* al::PartsModel::getBaseMtx() const virtual

EffectKeeper* al::PartsModel::getEffectKeeper() const override

AudioKeeper* al::PartsModel::getAudioKeeper() const override

StageSwitchKeeper* al::PartsModel::getStageSwitchKeeper() const override

RailRider* al::PartsModel::getRailRider() const override

SceneObjHolder* al::PartsModel::getSceneObjHolder() const override

CollisionDirector* al::PartsModel::getCollisionDirector() const override

AreaObjDirector* al::PartsModel::getAreaObjDirector() const override

CameraDirector* al::PartsModel::getCameraDirector() const override

void al::PartsModel::initStageSwitchKeeper() override

void al::PartsModel::control() virtual

void al::PartsModel::updateCollider() virtual

void al::PartsModel::initPoseKeeper(ActorPoseKeeperBase* poseKeeper)

void al::PartsModel::initExecuteInfo(ActorExecuteInfo* executeInfo)

void al::PartsModel::initModelKeeper(ModelKeeper* modelKeeper)

void al::PartsModel::initActionKeeper(ActorActionKeeper* actionKeeper)

void al::PartsModel::initNerveKeeper(NerveKeeper* nerveKeeper)

void al::PartsModel::initHitSensor(s32 amount)

void al::PartsModel::initScreenPointKeeper(ScreenPointKeeper* screenPointKeeper)

void al::PartsModel::initEffectKeeper(EffectKeeper* effectKeeper)

void al::PartsModel::initAudioKeeper(AudioKeeper* audioKeeper)

void al::PartsModel::initRailKeeper(const ActorInitInfo& info, const char* linkName)

void al::PartsModel::initCollider(f32 radius, f32 offsetY, u32 allocatedHitInfo)

void al::PartsModel::initItemKeeper(s32 itemAmount)

void al::PartsModel::initScoreKeeper()

void al::PartsModel::initActorOcclusionKeeper(ActorOcclusionKeeper* occlusionKeeper)

void al::PartsModel::initSubActorKeeper(SubActorKeeper* subActorKeeper)

void al::PartsModel::initSceneInfo(ActorSceneInfo* sceneInfo)

LiveActorFlag* al::PartsModel::getFlags() const

Collider* al::PartsModel::getCollider() const

RailKeeper* al::PartsModel::getRailKeeper() const

void al::PartsModel::setName(const char* newName)