3#include <enemy/Enemy.h>
4#include <map/CarryType.h>
31 return isState(StateID_Sleep);
85 bool fumiProcCheck(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other);
103 bool hitCallback_Ice(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other)
override;
123 DECLARE_STATE_VIRTUAL_ID_BASE(
CarryEnemy, Carry)
Definition CarryEnemy.h:10
bool checkSleepEnd() const
PlayerObject * getCarryPlayerObject_() const
s8 mCarryPlayerNo
Definition CarryEnemy.h:158
void reviseCarryBgPosY_(ActorBgCollisionCheck &bc)
f32 mCarryChangePosZ
Definition CarryEnemy.h:155
void adjustCarryCc(ActorCollisionCheck *cc, PlayerObject *player_obj)
void setDeathInfo_CarryBgIn(Actor *player, bool eff_set)
void setSpinLiftUpActor(Actor *player) override
bool preExecute() override
Callback invoked before the execute operation.
virtual void reactFumiProc(Actor *player)
void setSlidePlayerParam(Actor *player)
virtual void playerHitCheck_Carry(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
void reviseCarryBgPosX_(ActorBgCollisionCheck &bc, const sead::Vector3f &player_pos)
bool hitCallback_AttackUnk27(bool *dead, ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
PlayerObject * getCarryPlayerObject() const
sead::Vector3f mCarryBaseOffset
Definition CarryEnemy.h:152
virtual void reactSpinFumiProc(Actor *player)
bool mForceSetShellDamageEffect
Definition CarryEnemy.h:160
virtual void setPutOnChangeState(Actor *player)=0
virtual void setThrowChangeState(Actor *player, bool hard)=0
CarryEnemy(const ActorCreateParam ¶m)
bool isSpinLiftUpEnable() override
Definition CarryEnemy.h:29
virtual void reactMameFumiProc(Actor *player)
ActorUniqueID mCarryPlayerID
Definition CarryEnemy.h:159
bool hitCallback_Ice(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
Result doDelete() override
Main deletion callback for the actor.
bool mIsLiftUp
Definition CarryEnemy.h:161
ActorCollisionCheck::Vec2 mPreCarryCcHalfSize
Definition CarryEnemy.h:154
PlayerObject * getCarryPlayerObject2() const
ActorCollisionCheck::Vec2 mPreCarryCcCenterOffset
Definition CarryEnemy.h:153
void playerHitCheck_Carry_Base(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
u32 _18a0
Definition CarryEnemy.h:156
void setCarryImpl_(Actor *player, CarryType type)
bool fumiProcCheck(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
u32 _18a4
Definition CarryEnemy.h:157
void vsPlayerHitCheck_Normal(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
virtual void playerHitCheck_Sleep(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
virtual void playerHitCheck_Awake(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
bool carryCheckBg(Actor *player)
virtual void playerHitCheck_Sleep_Base(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
bool carryCheck(Actor *player)
bool sleepSpinFumiProcCheck_(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
bool hitCallback_Shell(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other) override
void calcCarryPos(sead::Vector3f *pos, PlayerObject *player_obj)
DirType getRevisionDir(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
Definition PlayerBase.h:37
Definition PlayerObject.h:18