3#include <actor/Actor.h>
4#include <actor/AttentionLookat.h>
5#include <audio/GameAudio.h>
6#include <collision/ActorBgCollisionPlayerCheck.h>
7#include <effect/EffectObj.h>
8#include <effect/FollowEffect.h>
10#include <map/NextGotoType.h>
11#include <player/PlayerDrcTouchCB.h>
12#include <player/PlayerEnum.h>
13#include <player/PlayerHIO_Gravity.h>
14#include <player/PlayerKey.h>
15#include <player/util/HipdropExEffect.h>
16#include <state/FStateMgr.h>
17#include <state/FStateVirtualID.h>
19#include <container/seadRingBuffer.h>
20#include <container/seadSafeArray.h>
22#define PLAYER_JUMP_SPEED (3.628f
)
431 static_assert(
sizeof(
BgAttr) == 4);
449 static_assert(
sizeof(
DokanDir) == 4);
465 static_assert(
sizeof(
JumpSe) == 4);
473 static_assert(
sizeof(
JumpInf) == 0xC);
1018 return &mBgCheckPlayer;
1041 return *
const_cast<
PlayerBase*>(
this)->getHeadPosP();
1050 setPlayerModeImpl(mode, temporary);
1062 return getTallType(mMode);
1135 return isNowBgCross(cBgCross_IsSlightlyInsideSinkSand) || isNowBgCross(cBgCross_IsPartiallySubmergedInSinkSand);
1199 return getSakaAngle(mDirection);
1204 return getSakaAngleBySpeed(mSpeedF);
1209 return getSakaUpDown(mDirection);
1250 virtual void initCollision(
const ActorCollisionCheck::CollisionData& cc_data_react,
const ActorCollisionCheck::CollisionData& cc_data_attack);
1262 void setCcAt(
const ActorCollisionCheck::Vec2& center_offset,
const ActorCollisionCheck::Vec2& half_size,
const ActorCollisionCheck::Attack& attack);
1280 void setCcPlayerRevY(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other, f32 scale, ActorCollisionCheck::Kind kind);
1296 bool isEnableStamp(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other);
1382 virtual void setCreate(
const sead::Vector3f& pos, NextGotoType next_goto_type, DirType dir);
1436 DECLARE_STATE_VIRTUAL_ID_BASE(
PlayerBase, DemoCreate)
1565 return *mDemoStateMgr.getStateID() == state_id;
1570 return *mDemoStateMgr.getOldStateID() == state_id;
1626 if (mPos.x >= box.getPos().x)
1627 setControlDemoDir(cDirType_Left);
1629 setControlDemoDir(cDirType_Right);
1714 virtual void setDemoGoal(
const sead::Vector2f& pos, f32 walk_target_pos_x,
bool secret_exit) = 0;
1887 DECLARE_STATE_VIRTUAL_ID_BASE(
PlayerBase, None)
1987 return *mStateMgr.getStateID() == state_id;
1992 return *mStateMgr.getOldStateID() == state_id;
2135 virtual bool vf7F4(ActorCollisionCheck* cc_self, ActorCollisionCheck* cc_other) = 0;
2173 f32 rate = 1.0f /
static_cast<f32>(num_frame);
2174 return addCalcAngleY(target, rate);
2185 return turnBesideAngle(mDirection);
2193 return getMukiAngle(mDirection);
2201 return getBesideMukiAngle(mDirection);
2290 return mGravityData;
2349 mAccelY = gravities[PLAYER_JUMP_GRAVITY_MAX_STAGES];
2350 for (s32 i = 0; i < PLAYER_JUMP_GRAVITY_MAX_STAGES; i++)
2352 if (mSpeed.y > thresholds[i])
2354 mAccelY = gravities[i];
2372 return mSpeedData_Star;
2374 return mSpeedData_Normal;
2488 onStatus(cStatus_133);
2603 DECLARE_STATE_VIRTUAL_ID_BASE(
PlayerBase, SubjectWait)
2632 return *mSubjectStateMgr.getStateID() == state_id;
2637 return *mSubjectStateMgr.getOldStateID() == state_id;
2686 mStatus.setBit(bit);
2691 mStatus.resetBit(bit);
2696 return mStatus.isOnBit(bit);
2701 mNowBgCross.setBit(bit);
2706 mNowBgCross.resetBit(bit);
2711 return mNowBgCross.isOnBit(bit);
2716 mOldBgCross.setBit(bit);
2721 mOldBgCross.resetBit(bit);
2726 return mOldBgCross.isOnBit(bit);
Definition ActorBoxBgCollision.h:7
Definition PlayerBase.h:37
BgAttr getFootBgAttr(BgUnitCode::Attr attr)
virtual void maxFallSpeedSet()
f32 mWaterSurfacePosYPrev
Definition PlayerBase.h:2783
f32 mJumpDaiSpeedFReserve
Definition PlayerBase.h:2892
void executeSubjectState()
DokanDir
Definition PlayerBase.h:434
@ cDokanDir_Num
Definition PlayerBase.h:440
@ cDokanDir_FaceRight
Definition PlayerBase.h:446
@ cDokanDir_ButtonUp
Definition PlayerBase.h:436
@ cDokanDir_ButtonLeft
Definition PlayerBase.h:438
@ cDokanDir_FaceLeft
Definition PlayerBase.h:445
@ cDokanDir_FaceDown
Definition PlayerBase.h:444
@ cDokanDir_ButtonDown
Definition PlayerBase.h:437
@ cDokanDir_FaceUp
Definition PlayerBase.h:443
@ cDokanDir_ButtonRight
Definition PlayerBase.h:439
virtual EffectID getHipDropSurfaceEffectID()=0
void DemoAnmEndingGladWait()
FunsuiAction
Definition PlayerBase.h:730
@ cFunsuiAction_Ascend
Definition PlayerBase.h:731
@ cFunsuiAction_Release
Definition PlayerBase.h:732
u32 mWaterFunsuiEffectStep
Definition PlayerBase.h:2918
void setControlDemoWait()
virtual void initialDoor(NextGotoType next_goto_type)
virtual void setWalkActionAnm(AnmBlend blend)=0
f32 getWaterDokanCenterOffset(f32 pos_y)
f32 getDokanCannonMoveXThreshold() const
void initDemoOutDokanBase()
void updateHipAttackOnEnemy()
void offNowBgCross(s32 bit)
Definition PlayerBase.h:2704
s32 mPenguinSlideCooldown
Definition PlayerBase.h:2899
PropelAction
Definition PlayerBase.h:640
@ cPropelAction_Fly
Definition PlayerBase.h:642
@ cPropelAction_BigFly
Definition PlayerBase.h:641
@ cPropelAction_Fall
Definition PlayerBase.h:643
static const f32 cTurnPowerUpRate
Definition PlayerBase.h:985
bool mIsTurnBrakeEffectEnable
Definition PlayerBase.h:2914
NextGotoBlockDelay mNextGotoDelay
Definition PlayerBase.h:2849
static const f32 cDirSpeed[cDirType_NumX]
Definition PlayerBase.h:973
NextGotoBlockDelay
Definition PlayerBase.h:910
@ cNextGotoBlockDelay_Normal
Definition PlayerBase.h:912
@ cNextGotoBlockDelay_Short
Definition PlayerBase.h:913
@ cNextGotoBlockDelay_None
Definition PlayerBase.h:911
void getPowerTurnData(PlayerPowerTurnData &out_data)
void setYoganDamageEffect()
void setNoHitObjBg(Actor *no_hit_obj, s32 time)
FollowEffect mTurnBrakeEffect
Definition PlayerBase.h:2911
bool isEnableStamp(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
u32 _1b9c
Definition PlayerBase.h:2800
void calcHeadAttentionAngle()
bool _4e8
Definition PlayerBase.h:2755
virtual void releaseCcData()
void setSubjectClearCourseOut()
s32 mGoalDemoNo
Definition PlayerBase.h:2856
void setWaterInEffect(const sead::Vector3f &pos, bool deep)
virtual bool setCancelCrouch()
DemoStartWaitAction
Definition PlayerBase.h:786
@ cDemoStartWaitAction_Move
Definition PlayerBase.h:788
@ cDemoStartWaitAction_Wait
Definition PlayerBase.h:787
s32 mFrameEndFollowMameKuribo
Definition PlayerBase.h:2897
BgCross
Definition PlayerBase.h:326
@ cBgCross_OnRide
Definition PlayerBase.h:370
@ cBgCross_IsWaterPillarR
Definition PlayerBase.h:341
@ cBgCross_15
Definition PlayerBase.h:342
@ cBgCross_IsFunsui
Definition PlayerBase.h:381
@ cBgCross_IsWaterAttr
Definition PlayerBase.h:358
@ cBgCross_CarryRelatedR
Definition PlayerBase.h:335
@ cBgCross_IsSaka
Definition PlayerBase.h:375
@ cBgCross_IsSlightlyInsideSinkSand
Definition PlayerBase.h:362
@ cBgCross_61
Definition PlayerBase.h:388
@ cBgCross_47
Definition PlayerBase.h:374
@ cBgCross_DispSideLimitL
Definition PlayerBase.h:351
@ cBgCross_IsBeltConveyorR
Definition PlayerBase.h:366
@ cBgCross_WalkWallEnableR
Definition PlayerBase.h:339
@ cBgCross_IsBlockDRC
Definition PlayerBase.h:378
@ cBgCross_IsCompletelySubmergedInSinkSand
Definition PlayerBase.h:364
@ cBgCross_71
Definition PlayerBase.h:398
@ cBgCross_IsWallPressL
Definition PlayerBase.h:330
@ cBgCross_IsChikuwa
Definition PlayerBase.h:367
@ cBgCross_IsFloorGyration
Definition PlayerBase.h:380
@ cBgCross_IsIce
Definition PlayerBase.h:354
@ cBgCross_67
Definition PlayerBase.h:394
@ cBgCross_IsHead
Definition PlayerBase.h:328
@ cBgCross_68
Definition PlayerBase.h:395
@ cBgCross_IsKani3
Definition PlayerBase.h:384
@ cBgCross_MaxBitNum
Definition PlayerBase.h:407
@ cBgCross_IsLiftZenStar
Definition PlayerBase.h:379
@ cBgCross_IsLineSpinLift
Definition PlayerBase.h:377
@ cBgCross_LastBit
Definition PlayerBase.h:405
@ cBgCross_IsSand
Definition PlayerBase.h:360
@ cBgCross_IsUnderwater
Definition PlayerBase.h:345
@ cBgCross_CarryObjBgCarriedL
Definition PlayerBase.h:336
@ cBgCross_16
Definition PlayerBase.h:343
@ cBgCross_RDash_IsNonWaterLiquid
Definition PlayerBase.h:349
@ cBgCross_IsKani2
Definition PlayerBase.h:383
@ cBgCross_IsPole
Definition PlayerBase.h:385
@ cBgCross_64
Definition PlayerBase.h:391
@ cBgCross_17
Definition PlayerBase.h:344
@ cBgCross_CarryRelatedL
Definition PlayerBase.h:334
@ cBgCross_IsWaterShallow
Definition PlayerBase.h:348
@ cBgCross_WalkWallEnableL
Definition PlayerBase.h:338
@ cBgCross_CarryObjBgCarriedR
Definition PlayerBase.h:337
@ cBgCross_69
Definition PlayerBase.h:396
@ cBgCross_32
Definition PlayerBase.h:359
@ cBgCross_OnSakaUnderRoof
Definition PlayerBase.h:357
@ cBgCross_74
Definition PlayerBase.h:401
@ cBgCross_IsSinkSand
Definition PlayerBase.h:361
@ cBgCross_IsWater
Definition PlayerBase.h:346
@ cBgCross_75
Definition PlayerBase.h:402
@ cBgCross_76
Definition PlayerBase.h:403
@ cBgCross_IsWallTouchL
Definition PlayerBase.h:332
@ cBgCross_70
Definition PlayerBase.h:397
@ cBgCross_IsKani
Definition PlayerBase.h:382
@ cBgCross_IsCompletelyUnderwater
Definition PlayerBase.h:347
@ cBgCross_DispSideLimitR
Definition PlayerBase.h:352
@ cBgCross_IsAirWater
Definition PlayerBase.h:350
@ cBgCross_IsWallPressR
Definition PlayerBase.h:331
@ cBgCross_IsSnow
Definition PlayerBase.h:353
@ cBgCross_HitBgActorYuka
Definition PlayerBase.h:400
@ cBgCross_IsHold
Definition PlayerBase.h:371
@ cBgCross_IsWaterPillarL
Definition PlayerBase.h:340
@ cBgCross_OnHalf
Definition PlayerBase.h:369
@ cBgCross_BitNum
Definition PlayerBase.h:406
@ cBgCross_IsWallTouchR
Definition PlayerBase.h:333
@ cBgCross_65
Definition PlayerBase.h:392
@ cBgCross_IsChikuwaActor
Definition PlayerBase.h:368
@ cBgCross_IsWall
Definition PlayerBase.h:329
@ cBgCross_IsBeltConveyorL
Definition PlayerBase.h:365
@ cBgCross_IsPartiallySubmergedInSinkSand
Definition PlayerBase.h:363
@ cBgCross_62
Definition PlayerBase.h:389
@ cBgCross_IsSlideSlope
Definition PlayerBase.h:356
@ cBgCross_IsVine
Definition PlayerBase.h:386
@ cBgCross_IsIceLowSlip
Definition PlayerBase.h:355
@ cBgCross_63
Definition PlayerBase.h:390
@ cBgCross_IsFoot
Definition PlayerBase.h:327
@ cBgCross_60
Definition PlayerBase.h:387
@ cBgCross_Slip
Definition PlayerBase.h:372
@ cBgCross_66
Definition PlayerBase.h:393
@ cBgCross_IsOnHDokan
Definition PlayerBase.h:373
void onFollowMameKuribo()
void setCreateAction_(NextGotoType next_goto_type)
virtual bool vf51C(u32)=0
Angle getSakaAngleBySpeed()
Definition PlayerBase.h:1202
s32 mChangeStateParam
Definition PlayerBase.h:2880
void setHipAttack_StandNormal()
virtual void initialShiroBoss(NextGotoType next_goto_type)
bool setFunsui(FunsuiType type)
virtual bool isLiftUp()
Definition PlayerBase.h:2255
sead::Vector3f _4c8
Definition PlayerBase.h:2749
s32 mNoStampPlayerJumpTimer
Definition PlayerBase.h:2830
virtual void resetLight()
Definition PlayerBase.h:2486
void DemoAnmLastBoss2Glad()
bool checkBgDokanIn(sead::Vector3f *pos, s32 *dst_next_goto_no, DokanDir dir)
void executeDemoOutDokanUD()
bool setPlayerJumpDai(PlayerBase *player_other)
FlyDamageAction
Definition PlayerBase.h:608
@ cFlyDamageAction_2
Definition PlayerBase.h:611
@ cFlyDamageAction_0
Definition PlayerBase.h:609
@ cFlyDamageAction_4
Definition PlayerBase.h:613
@ cFlyDamageAction_1
Definition PlayerBase.h:610
@ cFlyDamageAction_6
Definition PlayerBase.h:615
@ cFlyDamageAction_5
Definition PlayerBase.h:614
@ cFlyDamageAction_3
Definition PlayerBase.h:612
virtual void setSubjectCoinTimeUp()=0
const sead::Vector3f & getLookatPos() const
Definition PlayerBase.h:1039
Angle mWallAngle
Definition PlayerBase.h:2781
EffectObj _2500
Definition PlayerBase.h:2910
void setHipAttack_StandNormalEndBase()
void setDownFinishSubjectCoin()
const PlayerBase * getNoHitPlayer()
sead::Vector3f mDokanPos
Definition PlayerBase.h:2865
s32 _2060
Definition PlayerBase.h:2813
virtual void initialJump(NextGotoType next_goto_type)
virtual void initialUnk10(NextGotoType next_goto_type)
void onOldBgCross(s32 bit)
Definition PlayerBase.h:2714
f32 getThrowLoopPosX(f32 x)
void calcAirDriftSpeedF()
bool _2084
Definition PlayerBase.h:2822
PowerChangeType getPowerChangeType(bool penguin_slide=false)
bool isControlDemoAnmSeq(AnimePlayType type)
void initDemoOutDokanLR(DokanDir dir)
s32 mDemoAction
Definition PlayerBase.h:2842
void getPowerData(PlayerPowerData &out_data)
f32 mCcPlayerRevSpeedF
Definition PlayerBase.h:2820
bool mIsBgDamageEnable
Definition PlayerBase.h:2793
bool isOnSinkSand()
Definition PlayerBase.h:1133
virtual void setFallAction()=0
bool turnBesideAngle()
Definition PlayerBase.h:2183
PlayerCharacter mCharacter
Definition PlayerBase.h:2760
virtual s8 calcStarCount(s32 max)=0
ActorCollisionCheck mCollisionCheck4_Attack
Definition PlayerBase.h:2809
virtual bool isCarry()
Definition PlayerBase.h:2250
void changeState(const StateID &state_id, s32 param)
void executeDemoOutDokanLR()
virtual void checkBgCrossSub()=0
virtual bool setFlyDamage(DamageType type, DirType dir, bool, bool, f32 speed_F, f32 speed_y)=0
void initDemoOutDokanUD(DokanDir dir)
bool updateHipAttackEffect()
virtual f32 getJumpSpeed()=0
BgAttr
Definition PlayerBase.h:413
@ cBgAttr_Sand
Definition PlayerBase.h:416
@ cBgAttr_Water2
Definition PlayerBase.h:427
@ cBgAttr_Snow
Definition PlayerBase.h:415
@ cBgAttr_Carpet
Definition PlayerBase.h:424
@ cBgAttr_Leaf
Definition PlayerBase.h:425
@ cBgAttr_Num
Definition PlayerBase.h:428
@ cBgAttr_Beach
Definition PlayerBase.h:423
@ cBgAttr_Water1
Definition PlayerBase.h:419
@ cBgAttr_Ice
Definition PlayerBase.h:417
@ cBgAttr_Cloud
Definition PlayerBase.h:420
@ cBgAttr_SandFunsui
Definition PlayerBase.h:421
@ cBgAttr_Rock
Definition PlayerBase.h:414
@ cBgAttr_Manta
Definition PlayerBase.h:422
@ cBgAttr_Dirt
Definition PlayerBase.h:418
@ cBgAttr_Wood
Definition PlayerBase.h:426
void initGoalJump_(const sead::Vector3f &pos, f32 jump_speed)
s32 _2064
Definition PlayerBase.h:2814
void clearFollowMameKuribo()
Bitfield< cBgCross_MaxBitNum > mNowBgCross
Definition PlayerBase.h:2766
sead::Vector3f mMaskPos
Definition PlayerBase.h:2740
bool turnBesideAngle(DirType dir)
virtual bool isEnableMameDokanIn()=0
virtual void initialUnk27(NextGotoType next_goto_type)
FunsuiType
Definition PlayerBase.h:862
@ cFunsuiType_Num
Definition PlayerBase.h:865
@ cFunsuiType_Sand
Definition PlayerBase.h:863
@ cFunsuiType_Water
Definition PlayerBase.h:864
bool checkRideActor(PlayerBase *player_other)
void startSound(const char *label, StartSoundType type=cStartSoundType_Normal)
EffectObj mSlipSmokeEffect
Definition PlayerBase.h:2902
u32 mHipAttackEffectStep
Definition PlayerBase.h:2895
f32 _2080
Definition PlayerBase.h:2821
virtual EffectID getLandingSmokeEffectID()=0
FStateMgr< PlayerBase > mDemoStateMgr
Definition PlayerBase.h:2839
void dokanAdjustMaskPos(sead::Vector3f &mask_pos)
void setCcAt(const ActorCollisionCheck::Vec2 ¢er_offset, const ActorCollisionCheck::Vec2 &half_size, const ActorCollisionCheck::Attack &attack)
u32 _21dc
Definition PlayerBase.h:2886
virtual void setJumpSound(JumpSe jump_se_type)=0
s8 calcTreadCount(s32 max)
SakaUpDown
Definition PlayerBase.h:950
@ cSakaUpDown_Num
Definition PlayerBase.h:953
@ cSakaUpDown_Uphill
Definition PlayerBase.h:952
@ cSakaUpDown_Downhill
Definition PlayerBase.h:951
virtual void getMaskCaveCheckPos(sead::Vector3f *pos, f32 *y_offset)=0
bool checkBgWall(DirType dir)
EffectObj _2498
Definition PlayerBase.h:2909
Angle mSpeedSakaAngle
Definition PlayerBase.h:2775
virtual bool bouncePlayer2(f32 speed_y, f32 speed_F, bool enable_LR, BounceType bounce_type, JumpSe jump_se_type)=0
void setSlipAction_ToStoop()
bool startControlDemoKoopaSwitch()
bool isNowBgCross(s32 bit)
Definition PlayerBase.h:2709
virtual bool updateDemoKimePose(ClearType clear_type)=0
virtual EffectID getWaterSplashSEffectID()=0
bool checkBalloonInDispOutLR()
virtual bool vf4F4()
Definition PlayerBase.h:1687
void HipAction_StandNormalEnd()
virtual void initStampReduction()
virtual void startPatternRumble(const char *pattern)
virtual void setHipBlockBreak()=0
JumpAction
Definition PlayerBase.h:496
@ cJumpAction_TakeOff
Definition PlayerBase.h:497
@ cJumpAction_Air
Definition PlayerBase.h:498
virtual void clearStarCount()=0
void reduceCoinNum_(s32 coin_num)
void startVoiceSound(PlayerVoiceID voice_id, StartSoundType type=cStartSoundType_Normal)
u32 _25f0
Definition PlayerBase.h:2916
JumpSe
Definition PlayerBase.h:460
@ cJumpSe_None
Definition PlayerBase.h:461
@ cJumpSe_High
Definition PlayerBase.h:463
@ cJumpSe_Normal
Definition PlayerBase.h:462
f32 getDokanCannonMoveXStep() const
Angle getSakaAngle()
Definition PlayerBase.h:1197
BalloonChibiYoshiAction
Definition PlayerBase.h:664
@ cBalloonChibiYoshiAction_Fly
Definition PlayerBase.h:665
@ cBalloonChibiYoshiAction_FallMaybe
Definition PlayerBase.h:666
@ cBalloonChibiYoshiAction_PreFallIdk
Definition PlayerBase.h:667
ActorBgCollisionCheck::Sensor mBcSensorHead
Definition PlayerBase.h:2763
bool _2085
Definition PlayerBase.h:2823
virtual bool checkCrouch()=0
void setSlipSmokeEffect()
s32 _206c
Definition PlayerBase.h:2816
void setPressBgCollision_(const BgCollision *bg_collision)
virtual void initCollision(const ActorCollisionCheck::CollisionData &cc_data_react, const ActorCollisionCheck::CollisionData &cc_data_attack)
ClearType
Definition PlayerBase.h:941
@ cClearType_Fanfare
Definition PlayerBase.h:944
@ cClearType_Normal
Definition PlayerBase.h:942
@ cClearType_LastBoss
Definition PlayerBase.h:945
@ cClearType_Boss
Definition PlayerBase.h:943
Angle getBesideMukiAngle(DirType dir)
bool isDemoState(const StateID &state_id) const
Definition PlayerBase.h:1563
bool setNextGotoBlockDemo(s32 dst_next_goto_no, s32 wait_timer, NextGotoBlockDelay delay, bool unk_rdash=false)
virtual void setReductionBoyon()
SakaUpDown getSakaUpDown(DirType dir)
void HipAction_StandNormal()
void executeDemoGoal_MultiJump()
void simpleMoveSpeedSet()
DemoGoalAction
Definition PlayerBase.h:820
@ cDemoGoalAction_PreRun
Definition PlayerBase.h:827
@ cDemoGoalAction_RideOffJump
Definition PlayerBase.h:825
@ cDemoGoalAction_Run
Definition PlayerBase.h:826
@ cDemoGoalAction_MultiJump
Definition PlayerBase.h:822
@ cDemoGoalAction_KimePose
Definition PlayerBase.h:824
@ cDemoGoalAction_Item
Definition PlayerBase.h:828
@ cDemoGoalAction_Pole
Definition PlayerBase.h:821
@ cDemoGoalAction_Wait
Definition PlayerBase.h:823
void setSlipEffect()
Definition PlayerBase.h:2058
virtual bool isWaitFrameCountMax()
Definition PlayerBase.h:2016
f32 mGoalPoleHeight
Definition PlayerBase.h:2854
s32 mActionTimer
Definition PlayerBase.h:2882
f32 mSinkSandSurfacePosY
Definition PlayerBase.h:2788
KaniAction
Definition PlayerBase.h:684
@ cKaniAction_HangUpVine
Definition PlayerBase.h:691
@ cKaniAction_HangFall
Definition PlayerBase.h:689
@ cKaniAction_Hang
Definition PlayerBase.h:688
@ cKaniAction_HangUp
Definition PlayerBase.h:690
@ cKaniAction_Walk
Definition PlayerBase.h:685
@ cKaniAction_HangInit
Definition PlayerBase.h:686
@ cKaniAction_JumpHangInit
Definition PlayerBase.h:687
virtual EffectID getTurnBrakeSmokeEffectID()=0
virtual bool isNoDamagePlayer()=0
bool setSlipAction_ToEnd(AnmBlend blend=cAnmBlend_Enable)
void holdSound(const char *label, s16 seq_var, StartSoundType type=cStartSoundType_Normal)
virtual bool setCrouchJump()
virtual bool isEnableRDashLuigiPhysics() const
Definition PlayerBase.h:1055
bool updateFunsuiPos(f32 x, f32 y)
void setFootSE(BgAttr attr)
sead::Vector3f mNextFrameSpeed
Definition PlayerBase.h:2756
void setHipAttackEffect()
Status
Definition PlayerBase.h:73
@ cStatus_46
Definition PlayerBase.h:111
@ cStatus_141
Definition PlayerBase.h:195
@ cStatus_131
Definition PlayerBase.h:185
@ cStatus_RDash_DispPinch
Definition PlayerBase.h:304
@ cStatus_263
Definition PlayerBase.h:305
@ cStatus_135
Definition PlayerBase.h:189
@ cStatus_UnkJumpGravity
Definition PlayerBase.h:102
@ cStatus_106
Definition PlayerBase.h:160
@ cStatus_184
Definition PlayerBase.h:234
@ cStatus_60
Definition PlayerBase.h:124
@ cStatus_156
Definition PlayerBase.h:210
@ cStatus_RideCloud
Definition PlayerBase.h:173
@ cStatus_200
Definition PlayerBase.h:249
@ cStatus_223
Definition PlayerBase.h:271
@ cStatus_ControlledMoveReq
Definition PlayerBase.h:298
@ cStatus_Jump
Definition PlayerBase.h:93
@ cStatus_89
Definition PlayerBase.h:148
@ cStatus_DispOutDanger
Definition PlayerBase.h:81
@ cStatus_LastBit
Definition PlayerBase.h:320
@ cStatus_CanWaterWalk
Definition PlayerBase.h:230
@ cStatus_254
Definition PlayerBase.h:296
@ cStatus_41
Definition PlayerBase.h:108
@ cStatus_242
Definition PlayerBase.h:284
@ cStatus_227
Definition PlayerBase.h:275
@ cStatus_OutOfPlay
Definition PlayerBase.h:86
@ cStatus_208
Definition PlayerBase.h:256
@ cStatus_DemoOnLandStop
Definition PlayerBase.h:286
@ cStatus_DisableSound
Definition PlayerBase.h:79
@ cStatus_47
Definition PlayerBase.h:112
@ cStatus_NoEntryReactCc
Definition PlayerBase.h:308
@ cStatus_155
Definition PlayerBase.h:209
@ cStatus_193
Definition PlayerBase.h:242
@ cStatus_45
Definition PlayerBase.h:110
@ cStatus_63
Definition PlayerBase.h:127
@ cStatus_178
Definition PlayerBase.h:228
@ cStatus_BitNum
Definition PlayerBase.h:321
@ cStatus_195
Definition PlayerBase.h:244
@ cStatus_191
Definition PlayerBase.h:240
@ cStatus_FaderPosSet
Definition PlayerBase.h:82
@ cStatus_DemoControlReq
Definition PlayerBase.h:277
@ cStatus_280
Definition PlayerBase.h:313
@ cStatus_DemoAnmLoop
Definition PlayerBase.h:287
@ cStatus_RideBalloonContVoiceReq
Definition PlayerBase.h:179
@ cStatus_282
Definition PlayerBase.h:315
@ cStatus_JumpAddSpeed
Definition PlayerBase.h:84
@ cStatus_186
Definition PlayerBase.h:236
@ cStatus_62
Definition PlayerBase.h:126
@ cStatus_HipAttackOnEnemy
Definition PlayerBase.h:119
@ cStatus_Down
Definition PlayerBase.h:88
@ cStatus_56
Definition PlayerBase.h:120
@ cStatus_179
Definition PlayerBase.h:229
@ cStatus_ZPosSetNone
Definition PlayerBase.h:247
@ cStatus_265
Definition PlayerBase.h:307
@ cStatus_IsWaterWalk
Definition PlayerBase.h:231
@ cStatus_HideTemporarily
Definition PlayerBase.h:226
@ cStatus_RideNatDone
Definition PlayerBase.h:181
@ cStatus_Vine
Definition PlayerBase.h:138
@ cStatus_48
Definition PlayerBase.h:113
@ cStatus_74
Definition PlayerBase.h:136
@ cStatus_NoSlipSaka
Definition PlayerBase.h:278
@ cStatus_RideBalloon
Definition PlayerBase.h:176
@ cStatus_113
Definition PlayerBase.h:167
@ cStatus_217
Definition PlayerBase.h:265
@ cStatus_64
Definition PlayerBase.h:128
@ cStatus_ControlledState
Definition PlayerBase.h:77
@ cStatus_NoGravityUntilFall
Definition PlayerBase.h:83
@ cStatus_160
Definition PlayerBase.h:214
@ cStatus_Spin
Definition PlayerBase.h:131
@ cStatus_38
Definition PlayerBase.h:105
@ cStatus_138
Definition PlayerBase.h:192
@ cStatus_BgPointDataCarryRev
Definition PlayerBase.h:303
@ cStatus_182
Definition PlayerBase.h:232
@ cStatus_207
Definition PlayerBase.h:255
@ cStatus_WaitJump
Definition PlayerBase.h:101
@ cStatus_SitJump
Definition PlayerBase.h:97
@ cStatus_224
Definition PlayerBase.h:272
@ cStatus_241
Definition PlayerBase.h:283
@ cStatus_252
Definition PlayerBase.h:294
@ cStatus_218
Definition PlayerBase.h:266
@ cStatus_199
Definition PlayerBase.h:248
@ cStatus_104
Definition PlayerBase.h:158
@ cStatus_EndingDisableSound
Definition PlayerBase.h:318
@ cStatus_121
Definition PlayerBase.h:175
@ cStatus_52
Definition PlayerBase.h:117
@ cStatus_130
Definition PlayerBase.h:184
@ cStatus_150
Definition PlayerBase.h:204
@ cStatus_220
Definition PlayerBase.h:268
@ cStatus_237
Definition PlayerBase.h:279
@ cStatus_93
Definition PlayerBase.h:150
@ cStatus_239
Definition PlayerBase.h:281
@ cStatus_212
Definition PlayerBase.h:260
@ cStatus_196
Definition PlayerBase.h:245
@ cStatus_Stunned
Definition PlayerBase.h:89
@ cStatus_DemoDokan
Definition PlayerBase.h:258
@ cStatus_NoPropelRoll
Definition PlayerBase.h:130
@ cStatus_188
Definition PlayerBase.h:238
@ cStatus_73
Definition PlayerBase.h:135
@ cStatus_109
Definition PlayerBase.h:163
@ cStatus_FollowMameKuribo
Definition PlayerBase.h:224
@ cStatus_PenguinSwim
Definition PlayerBase.h:153
@ cStatus_40
Definition PlayerBase.h:107
@ cStatus_216
Definition PlayerBase.h:264
@ cStatus_RideBalloonAll
Definition PlayerBase.h:178
@ cStatus_110
Definition PlayerBase.h:164
@ cStatus_264
Definition PlayerBase.h:306
@ cStatus_ControlledMove
Definition PlayerBase.h:297
@ cStatus_152
Definition PlayerBase.h:206
@ cStatus_226
Definition PlayerBase.h:274
@ cStatus_PoleRope
Definition PlayerBase.h:141
@ cStatus_258
Definition PlayerBase.h:300
@ cStatus_221
Definition PlayerBase.h:269
@ cStatus_225
Definition PlayerBase.h:273
@ cStatus_Fall
Definition PlayerBase.h:94
@ cStatus_MaxBitNum
Definition PlayerBase.h:322
@ cStatus_18
Definition PlayerBase.h:90
@ cStatus_71
Definition PlayerBase.h:133
@ cStatus_CanFlyBalloonChibiYoshi
Definition PlayerBase.h:193
@ cStatus_270
Definition PlayerBase.h:311
@ cStatus_Quake
Definition PlayerBase.h:91
@ cStatus_Pole
Definition PlayerBase.h:140
@ cStatus_CannonJump
Definition PlayerBase.h:99
@ cStatus_EnableDokanIn
Definition PlayerBase.h:221
@ cStatus_213
Definition PlayerBase.h:261
@ cStatus_142
Definition PlayerBase.h:196
@ cStatus_97
Definition PlayerBase.h:152
@ cStatus_57
Definition PlayerBase.h:121
@ cStatus_CheckBg
Definition PlayerBase.h:291
@ cStatus_153
Definition PlayerBase.h:207
@ cStatus_RideBalloonSetVisible
Definition PlayerBase.h:177
@ cStatus_197
Definition PlayerBase.h:246
@ cStatus_BalloonChibiYoshiFly
Definition PlayerBase.h:316
@ cStatus_Swim
Definition PlayerBase.h:146
@ cStatus_Invisible
Definition PlayerBase.h:225
@ cStatus_166
Definition PlayerBase.h:217
@ cStatus_183
Definition PlayerBase.h:233
@ cStatus_CannonShot
Definition PlayerBase.h:227
@ cStatus_SlideSlope
Definition PlayerBase.h:301
@ cStatus_Penguin
Definition PlayerBase.h:253
@ cStatus_RideNat
Definition PlayerBase.h:182
@ cStatus_116
Definition PlayerBase.h:170
@ cStatus_133
Definition PlayerBase.h:187
@ cStatus_58
Definition PlayerBase.h:122
@ cStatus_240
Definition PlayerBase.h:282
@ cStatus_219
Definition PlayerBase.h:267
@ cStatus_157
Definition PlayerBase.h:211
@ cStatus_82
Definition PlayerBase.h:144
@ cStatus_118
Definition PlayerBase.h:172
@ cStatus_RideBalloonCheckAllFade
Definition PlayerBase.h:180
@ cStatus_134
Definition PlayerBase.h:188
@ cStatus_EnableSpin
Definition PlayerBase.h:216
@ cStatus_49
Definition PlayerBase.h:114
@ cStatus_253
Definition PlayerBase.h:295
@ cStatus_RideYoshi
Definition PlayerBase.h:168
@ cStatus_InitialSlip
Definition PlayerBase.h:156
@ cStatus_243
Definition PlayerBase.h:285
@ cStatus_DisableUpdate
Definition PlayerBase.h:75
@ cStatus_143
Definition PlayerBase.h:197
@ cStatus_DispOut
Definition PlayerBase.h:80
@ cStatus_137
Definition PlayerBase.h:191
@ cStatus_147
Definition PlayerBase.h:201
@ cStatus_145
Definition PlayerBase.h:199
@ cStatus_105
Definition PlayerBase.h:159
@ cStatus_ActiveThisFrame
Definition PlayerBase.h:74
@ cStatus_DisableAnm
Definition PlayerBase.h:76
@ cStatus_149
Definition PlayerBase.h:203
@ cStatus_206
Definition PlayerBase.h:254
@ cStatus_222
Definition PlayerBase.h:270
@ cStatus_187
Definition PlayerBase.h:237
@ cStatus_51
Definition PlayerBase.h:116
@ cStatus_Hang
Definition PlayerBase.h:139
@ cStatus_111
Definition PlayerBase.h:165
@ cStatus_158
Definition PlayerBase.h:212
@ cStatus_RidePlayer
Definition PlayerBase.h:161
@ cStatus_DispOutPosYAdj
Definition PlayerBase.h:302
@ cStatus_136
Definition PlayerBase.h:190
@ cStatus_ShadowkunCatch
Definition PlayerBase.h:293
@ cStatus_129
Definition PlayerBase.h:183
@ cStatus_50
Definition PlayerBase.h:115
@ cStatus_215
Definition PlayerBase.h:263
@ cStatus_151
Definition PlayerBase.h:205
@ cStatus_185
Definition PlayerBase.h:235
@ cStatus_NoBgCrossUpdate
Definition PlayerBase.h:290
@ cStatus_204
Definition PlayerBase.h:252
@ cStatus_DemoMode
Definition PlayerBase.h:78
@ cStatus_154
Definition PlayerBase.h:208
@ cStatus_39
Definition PlayerBase.h:106
@ cStatus_CannonWarp
Definition PlayerBase.h:100
@ cStatus_267
Definition PlayerBase.h:309
@ cStatus_IgnoreBgCross
Definition PlayerBase.h:289
@ cStatus_214
Definition PlayerBase.h:262
@ cStatus_250
Definition PlayerBase.h:292
@ cStatus_DemoControl
Definition PlayerBase.h:280
@ cStatus_WallSlide
Definition PlayerBase.h:103
@ cStatus_SceneChangeNext
Definition PlayerBase.h:257
@ cStatus_PenguinSlide
Definition PlayerBase.h:154
@ cStatus_RideJrCrown
Definition PlayerBase.h:174
@ cStatus_168
Definition PlayerBase.h:219
@ cStatus_CanSetSpeedChibiYoshi
Definition PlayerBase.h:194
@ cStatus_148
Definition PlayerBase.h:202
@ cStatus_117
Definition PlayerBase.h:171
@ cStatus_KaniHang
Definition PlayerBase.h:142
@ cStatus_NoSwimAction
Definition PlayerBase.h:251
@ cStatus_LiftUp
Definition PlayerBase.h:162
@ cStatus_37
Definition PlayerBase.h:104
@ cStatus_146
Definition PlayerBase.h:200
@ cStatus_172
Definition PlayerBase.h:222
@ cStatus_SinkSandSurfJump
Definition PlayerBase.h:96
BalloonChibiYoshiFlyAction
Definition PlayerBase.h:737
@ cBalloonChibiYoshiFlyAction_FlyForceFall
Definition PlayerBase.h:740
@ cBalloonChibiYoshiFlyAction_Fly
Definition PlayerBase.h:738
@ cBalloonChibiYoshiFlyAction_Fall
Definition PlayerBase.h:739
virtual void setSubjectFail()=0
bool isBgPress(Actor *actor)
void setObjDokanIn(ActorBoxBgCollision *bg_collision, const sead::Vector3f &pos, s32 dst_next_goto_no, DokanDir dir)
virtual void setFallDownDemo()=0
void setCcAtPenguinSlip()
s32 _20ec
Definition PlayerBase.h:2845
s32 mWaterFunsuiEffectTimer
Definition PlayerBase.h:2919
s32 _21e0
Definition PlayerBase.h:2887
DemoOutDokanAction
Definition PlayerBase.h:802
@ cDemoOutDokanAction_End
Definition PlayerBase.h:805
@ cDemoOutDokanAction_MoveMainAxis
Definition PlayerBase.h:804
@ cDemoOutDokanAction_MoveSubAxis
Definition PlayerBase.h:803
f32 mWaterSurfacePosY
Definition PlayerBase.h:2782
s32 mExecuteFreezeTimer
Definition PlayerBase.h:2735
virtual EffectID getRunSmokeEffectID()=0
virtual bool setPressBgDamage(DamageType type, bool)=0
void setEnemyStageClearDemo(const Actor &box)
Definition PlayerBase.h:1622
void setDokanInPos(sead::Vector3f pos, DokanDir dir)
virtual bool setDokanIn(DokanDir dir)
FollowEffect mTurnBrakeSmokeEffect
Definition PlayerBase.h:2912
sead::SafeArray< FollowEffect, 3 > mWaterEffect
Definition PlayerBase.h:2920
virtual f32 getStandHeadBgPointY()=0
bool isState(const StateID &state_id) const
Definition PlayerBase.h:1985
bool checkOnHDokan(const u64 &bc_data)
f32 mDokanMoveYOffset
Definition PlayerBase.h:2869
void onStatus(s32 bit)
Definition PlayerBase.h:2684
Bitfield< cStatus_MaxBitNum > mStatus
Definition PlayerBase.h:2745
s32 mDstNextGotoID
Definition PlayerBase.h:2847
virtual void throwCarryActor()
Definition PlayerBase.h:2164
virtual EffectID getHipDropExEffectID()=0
SlipAction
Definition PlayerBase.h:528
@ cSlipAction_1
Definition PlayerBase.h:530
@ cSlipAction_ToEnd
Definition PlayerBase.h:532
@ cSlipAction_ToStoop
Definition PlayerBase.h:531
@ cSlipAction_Move
Definition PlayerBase.h:529
u32 _4b8
Definition PlayerBase.h:2747
WaterType mWaterType
Definition PlayerBase.h:2784
Angle addCalcAngleY(Angle target, s32 num_frame)
Definition PlayerBase.h:2171
virtual void initDemoOutDokan()=0
bool execute() override
Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
static const s32 cAddCalcAngleYFrameNum_Default
Definition PlayerBase.h:989
const JumpInf * mChangeStateJmpInf
Definition PlayerBase.h:2879
bool isStatus(s32 bit)
Definition PlayerBase.h:2694
virtual EffectID getDashSmokeEffectID()=0
virtual void setSubjectClear()=0
virtual bool checkSlipMoveEnd()=0
FStateMgr< PlayerBase > mStateMgr
Definition PlayerBase.h:2878
bool checkOldBgCrossFoot(s32 frame_cnt)
WalkAction
Definition PlayerBase.h:476
@ cWalkAction_Move
Definition PlayerBase.h:478
@ cWalkAction_Wait
Definition PlayerBase.h:477
virtual EffectID getTurnBrakeEffectID()=0
ActorBgCollisionCheck::Sensor mBcSensorFoot
Definition PlayerBase.h:2764
void setStartJumpEffect(bool with_smoke)
static const f32 cMaxFallSpeed
Definition PlayerBase.h:981
sead::Vector2f mBgSpeedPrev
Definition PlayerBase.h:2790
bool calcCcPlayerRev(f32 *)
SwimAction
Definition PlayerBase.h:551
@ cSwimAction_Penguin
Definition PlayerBase.h:554
@ cSwimAction_Walk
Definition PlayerBase.h:553
@ cSwimAction_FireBall
Definition PlayerBase.h:555
@ cSwimAction_SwimWithChibi
Definition PlayerBase.h:556
@ cSwimAction_Swim
Definition PlayerBase.h:552
@ cSwimAction_SwimWithChibi_CantSpinMaybe
Definition PlayerBase.h:557
ActorUniqueID mNoHitPlayerID
Definition PlayerBase.h:2825
const ActorBgCollisionCheck::Sensor * getWallBgPointData()
Definition PlayerBase.h:1156
bool isSubjectState(const StateID &state_id) const
Definition PlayerBase.h:2630
ReductionMode
Definition PlayerBase.h:901
@ cReductionMode_JumpDai
Definition PlayerBase.h:903
@ cReductionMode_None
Definition PlayerBase.h:902
@ cReductionMode_2
Definition PlayerBase.h:904
@ cReductionMode_Boyon
Definition PlayerBase.h:905
BgAttr mBgAttr
Definition PlayerBase.h:2780
PlayerModelBase * getModel()
virtual bool setBalloonDispOut()=0
void setJumpSandSinkRate()
BgAttr mTurnBrakeBgAttr
Definition PlayerBase.h:2913
sead::SafeArray< f32, cDirType_NumX > _20ac
Definition PlayerBase.h:2838
s32 _21e8
Definition PlayerBase.h:2889
sead::Vector2f mDokanPosMoveDelta
Definition PlayerBase.h:2867
JumpDaiAction
Definition PlayerBase.h:562
@ cJumpDaiAction_1
Definition PlayerBase.h:564
@ cJumpDaiAction_0
Definition PlayerBase.h:563
AnimePlayType
Definition PlayerBase.h:925
@ cAnimePlayType_BossAttention
Definition PlayerBase.h:929
@ cAnimePlayType_EndingGladWait
Definition PlayerBase.h:935
@ cAnimePlayType_LastBoss1Glad
Definition PlayerBase.h:932
@ cAnimePlayType_LastBoss2Glad
Definition PlayerBase.h:931
@ cAnimePlayType_TitleSlip
Definition PlayerBase.h:933
@ cAnimePlayType_BossGlad
Definition PlayerBase.h:928
@ cAnimePlayType_EndingGlad
Definition PlayerBase.h:934
@ cAnimePlayType_TottenItem
Definition PlayerBase.h:936
@ cAnimePlayType_BossSetUp
Definition PlayerBase.h:927
@ cAnimePlayType_BossKeyGet
Definition PlayerBase.h:930
@ cAnimePlayType_Normal
Definition PlayerBase.h:926
virtual void setHipAttack_StandNormalEnd()=0
void setRideNat(f32 value)
sead::Vector3f mHipAttackEffectPos
Definition PlayerBase.h:2907
f32 mAirDriftSpeedF
Definition PlayerBase.h:2803
s32 mNoHitPlayerTimer
Definition PlayerBase.h:2824
CarryPlayerAction
Definition PlayerBase.h:598
@ cCarryPlayerAction_Move
Definition PlayerBase.h:599
@ cCarryPlayerAction_Crouch
Definition PlayerBase.h:600
@ cCarryPlayerAction_Fire
Definition PlayerBase.h:602
@ cCarryPlayerAction_FireEnd
Definition PlayerBase.h:603
@ cCarryPlayerAction_2
Definition PlayerBase.h:601
s32 _2068
Definition PlayerBase.h:2815
void setControlDemoAnm(s32 anm_id, bool loop)
virtual bool isEnableDokanInStatus()=0
virtual void walkActionInit_Wait(AnmBlend blend)=0
bool isOldDemoState(const StateID &state_id) const
Definition PlayerBase.h:1568
sead::Vector3f mAirWaterHitPos
Definition PlayerBase.h:2786
virtual bool setDamage(Actor *actor, DamageType type)=0
CloudAction
Definition PlayerBase.h:537
@ cCloudAction_Idle
Definition PlayerBase.h:538
@ cCloudAction_CrouchEnd
Definition PlayerBase.h:541
@ cCloudAction_Crouch
Definition PlayerBase.h:540
@ cCloudAction_Throw
Definition PlayerBase.h:545
@ cCloudAction_FireCreateEnd
Definition PlayerBase.h:543
@ cCloudAction_Move
Definition PlayerBase.h:539
@ cCloudAction_6
Definition PlayerBase.h:544
@ cCloudAction_ThrowEnd
Definition PlayerBase.h:546
@ cCloudAction_FireCreate
Definition PlayerBase.h:542
void setControlDemoAnmSeq(AnimePlayType type)
virtual void initialNormal(NextGotoType next_goto_type)
virtual s8 getStarCount() const =0
ActorBoxBgCollision * mDokanBgCollision
Definition PlayerBase.h:2873
virtual bool isStar() const =0
virtual bool isChange()=0
virtual bool setHipAttackToKaniHangAction()=0
void changeNormalAction()
virtual void executeDemoGoal_Item()=0
virtual void setPlayerModeImpl(PlayerMode mode, bool temporary)=0
void setStampPlayerJump(bool allow_high_jump, f32 rev_y)
virtual void initialFinalBoss(NextGotoType next_goto_type)
static const f32 cWaterCancelCrouchAnmSpeed
Definition PlayerBase.h:987
virtual void initialFall(NextGotoType next_goto_type)
PlayerBase(const ActorCreateParam ¶m)
sead::Vector2f _2100
Definition PlayerBase.h:2850
void DemoAnmLastBoss1Glad()
PlayerJumpDaiAction
Definition PlayerBase.h:569
@ cPlayerJumpDaiAction_1
Definition PlayerBase.h:571
@ cPlayerJumpDaiAction_0
Definition PlayerBase.h:570
sead::Vector2f _2108
Definition PlayerBase.h:2851
bool setFumiSubjectCoinEndClear()
virtual void setPlayerMode(PlayerMode mode, bool temporary)
Definition PlayerBase.h:1048
virtual bool setTimeOverDemo()=0
virtual void initDemoInDokan(DokanDir dir)=0
bool setDemoOutDokanAction(s32 dst_next_goto_no, DokanDir dir)
bool mIsSubjectClear
Definition PlayerBase.h:2923
virtual EffectID getLavaSplashEffectID(bool big)=0
void setHipAttack_Ready_()
void dispPinchRequestRDash()
virtual void offZPosSetNone()=0
virtual bool isCarryMamePlayer()
Definition PlayerBase.h:2260
s32 mDemoActionTimer
Definition PlayerBase.h:2844
ReductionMode mReductionMode
Definition PlayerBase.h:2826
f32 getDokanWaitAnmFixFrame() const
SakaUpDown getSakaUpDown()
Definition PlayerBase.h:1207
bool isOldState(const StateID &state_id) const
Definition PlayerBase.h:1990
s8 getComboCount() const
Definition PlayerBase.h:2474
s32 _214c
Definition PlayerBase.h:2863
virtual void initialBoxingKoopaJr(NextGotoType next_goto_type)
Angle getMukiAngle(DirType dir)
s32 mSubjectClearWaitTimer
Definition PlayerBase.h:2922
ActorCollisionCheck mCollisionCheck5_Attack
Definition PlayerBase.h:2810
bool isOldBgCross(s32 bit)
Definition PlayerBase.h:2724
PlayerDrcTouchCB mDrcTouchCallback
Definition PlayerBase.h:2811
bool mIsTurnBrakeSmokeEffectEnable
Definition PlayerBase.h:2915
bool demo_dokan_move_x(f32 step, f32 threshold)
virtual bool setOutDokanAngle()=0
void HipAction_AttackStart()
BalloonAction
Definition PlayerBase.h:620
@ cBalloonAction_5
Definition PlayerBase.h:626
@ cBalloonAction_1
Definition PlayerBase.h:622
@ cBalloonAction_4
Definition PlayerBase.h:625
@ cBalloonAction_6
Definition PlayerBase.h:627
@ cBalloonAction_3
Definition PlayerBase.h:624
@ cBalloonAction_0
Definition PlayerBase.h:621
@ cBalloonAction_2
Definition PlayerBase.h:623
s32 calcGoalLandNumFrame(f32 pos, f32 land_pos, f32 jump_speed)
DokanType
Definition PlayerBase.h:452
@ cDokanType_Rail
Definition PlayerBase.h:455
@ cDokanType_Normal
Definition PlayerBase.h:454
@ cDokanType_Invalid
Definition PlayerBase.h:453
f32 getFollowMameKuriboSpeedScaleX()
virtual bool setBalloonInDispOut(s32)=0
void checkCarryObjBgCarried_(const ActorBgCollisionCheck::Output &output, DirType dir)
void setJumpAddSpeedF(f32 f)
u32 mReductionStep
Definition PlayerBase.h:2827
f32 mGoalBaseLandPos
Definition PlayerBase.h:2855
CrouchAction
Definition PlayerBase.h:521
@ cCrouchAction_Ground
Definition PlayerBase.h:522
@ cCrouchAction_Water
Definition PlayerBase.h:523
bool setDokanInNextGoto(s32 dst_next_goto_no)
void subjectClearRequest()
s32 mFollowMameKuribo
Definition PlayerBase.h:2898
s32 mMaskPosInterpTimer
Definition PlayerBase.h:2739
bool preDraw() override
Callback invoked before the draw operation.
PlayerMode getPlayerMode() const
Definition PlayerBase.h:2729
bool setHideNotGoalPlayerBase()
void initDemoOutDokanRoll()
const PlayerKey & getPlayerKey() const
Definition PlayerBase.h:2679
FireAction
Definition PlayerBase.h:576
@ cFireAction_0
Definition PlayerBase.h:577
@ cFireAction_1
Definition PlayerBase.h:578
virtual void executeDemoGoal_RideOffJump()=0
f32 mReductionScale
Definition PlayerBase.h:2828
f32 mGoalBasePosY
Definition PlayerBase.h:2858
virtual PlayerTallType getTallType(PlayerMode mode)=0
DemoWaitAction
Definition PlayerBase.h:793
@ cDemoWaitAction_Move
Definition PlayerBase.h:795
@ cDemoWaitAction_WaitTurn
Definition PlayerBase.h:794
@ cDemoWaitAction_WaitSingle
Definition PlayerBase.h:796
void getReductionModelScale(sead::Vector3f *scale)
void slipActionMove(bool turned)
void calcDokanMoveDiff(sead::Vector2f *diff=nullptr)
AttentionLookat mAttentionLookat
Definition PlayerBase.h:2744
virtual const PlayerBgPointHIO * getBgPointData()=0
virtual EffectID getPoisonSplashEffectID(bool big)=0
PlayerBase * getPlayerJumpDai()
void setMaskPosInterpType(s32 src_type)
static const f32 cJumpSpeed
Definition PlayerBase.h:975
void initDemoInDokanUD_(DokanDir dir)
CannonJumpAction
Definition PlayerBase.h:632
@ cCannonJumpAction_0
Definition PlayerBase.h:633
@ cCannonJumpAction_2
Definition PlayerBase.h:635
@ cCannonJumpAction_1
Definition PlayerBase.h:634
void calcSideLimitMultR(f32 x)
void calcNoHitObjBgTimer()
virtual const PlayerGravityHIO * getGravityData()
Definition PlayerBase.h:2288
virtual bool checkWalkNextAction()=0
sead::Vector3f mFrameEndPosDelta
Definition PlayerBase.h:2748
CheckBgDokanInUDRes checkBgDokanInUD(sead::Vector3f *pos, DokanDir dir)
PoleAction
Definition PlayerBase.h:503
@ cPoleAction_Up
Definition PlayerBase.h:506
@ cPoleAction_Wait
Definition PlayerBase.h:505
@ cPoleAction_Down
Definition PlayerBase.h:507
@ cPoleAction_Start
Definition PlayerBase.h:504
sead::Vector3f _1b28
Definition PlayerBase.h:2779
PlayerSpeedHIO * mSpeedData_Normal
Definition PlayerBase.h:2750
bool checkButtonDokanIn(DokanDir dir)
void setButtonJumpGravity()
void setHipDropExEffect()
void setBrakeSmokeEffect()
Definition PlayerBase.h:2519
virtual EffectID getWaterSplashEffectID(bool big)=0
virtual void setHipAttack_AttackStart()=0
Angle getSakaAngleBySpeed(f32 speed_F)
virtual void calcTimerProc()
bool setCloudOn(Actor *cloud_actor)
void executeDemoGoal_KimePose()
s32 mReductionSimpleMoveTimer
Definition PlayerBase.h:2829
void calcReductionScale()
const ActorBgCollisionCheck::Sensor * getFootBgPointData()
Definition PlayerBase.h:1161
void checkSideViewLemit()
const PlayerGravityHIO * mGravityData
Definition PlayerBase.h:2752
bool isFlyDamageType(DamageType type)
s8 getTreadCount() const
Definition PlayerBase.h:2469
f32 mSandSinkRate
Definition PlayerBase.h:2791
void changeActionSlipEnd(AnmBlend blend)
virtual void setZPosition()=0
s32 mGoalLandTimer
Definition PlayerBase.h:2860
f32 getIceSakaSlipOffSpeed()
f32 mRideNatPosY
Definition PlayerBase.h:2896
void setPosAndDir(const sead::Vector3f &pos, DirType dir)
bool releaseFunsui(f32 speed_y)
f32 getDokanCannonMoveYStep() const
void setJumpGravity(const f32 *thresholds, const f32 *gravities)
Definition PlayerBase.h:2347
virtual void initialDokan(NextGotoType next_goto_type)
s8 calcComboCount(s32 max)
f32 _2190
Definition PlayerBase.h:2875
HangAction
Definition PlayerBase.h:696
@ cHangAction_Move
Definition PlayerBase.h:699
@ cHangAction_Start
Definition PlayerBase.h:697
@ cHangAction_Wait
Definition PlayerBase.h:698
AnimePlayAction
Definition PlayerBase.h:704
@ cAnimePlayAction_End
Definition PlayerBase.h:706
@ cAnimePlayAction_BossKeyGet_Num
Definition PlayerBase.h:718
@ cAnimePlayAction_TitleSlip_Num
Definition PlayerBase.h:721
@ cAnimePlayAction_BossAttention_Turn
Definition PlayerBase.h:714
@ cAnimePlayAction_Start
Definition PlayerBase.h:705
@ cAnimePlayAction_Glad_Wait
Definition PlayerBase.h:711
@ cAnimePlayAction_Glad_PutOnCap
Definition PlayerBase.h:709
@ cAnimePlayAction_BossAttention_Num
Definition PlayerBase.h:715
@ cAnimePlayAction_TitleSlip_Move
Definition PlayerBase.h:720
@ cAnimePlayAction_Glad_KimeStart
Definition PlayerBase.h:708
@ cAnimePlayAction_Glad_Num
Definition PlayerBase.h:712
@ cAnimePlayAction_BossKeyGet_Cheer
Definition PlayerBase.h:717
@ cAnimePlayAction_Glad_KimeWait
Definition PlayerBase.h:710
virtual bool isDemoType(DemoType type)
virtual bool isLiftUpExceptMame()
Definition PlayerBase.h:2265
void checkDisplayOutDead()
void setSlipActionViewLimitEnd()
f32 _1b0c
Definition PlayerBase.h:2772
void setDemoGoalBase(const sead::Vector2f &pos, f32 walk_target_pos_x, bool secret_exit)
void offStatus(s32 bit)
Definition PlayerBase.h:2689
bool isControlDemoAnm(s32 anm_id)
EffectObj mHipAttackDropEffect
Definition PlayerBase.h:2905
AnimePlayType mAnimePlayType
Definition PlayerBase.h:2900
void setStampReduction(PlayerBase *player_other)
s32 getFollowMameKuribo()
void calcSideLimitMultL(f32 x)
bool isDisableSound(StartSoundType type)
virtual void startQuakeShock(Quake::ShockType shock_type)
ActorUniqueID mPlayerJumpDaiID
Definition PlayerBase.h:2846
void setFallDownDemoBase()
virtual void initialSlip(NextGotoType next_goto_type)
ActorBgCollisionCheck::SakaType mSakaType
Definition PlayerBase.h:2774
s32 mGoalYoshiSpitOutTimer
Definition PlayerBase.h:2859
void setCrouchSmokeEffect()
virtual EffectID getSlipSmokeEffectID()=0
virtual void setStar(StarSet set_type=cStarSet_Default, s32 time=0)=0
sead::Vector3f mHipAttackOnEnemyPos
Definition PlayerBase.h:2894
PlayerModelBaseMgr * mModelBaseMgr
Definition PlayerBase.h:2736
sead::Vector3f mGoalLandPos
Definition PlayerBase.h:2861
virtual void setDemoGoal(const sead::Vector2f &pos, f32 walk_target_pos_x, bool secret_exit)=0
bool startControlDemo(bool status)
Angle mBaseSakaAnglePrev
Definition PlayerBase.h:2778
void setLandSakaJumpSpeedF()
BounceType
Definition PlayerBase.h:894
@ cBounceType_2
Definition PlayerBase.h:897
@ cBounceType_Normal
Definition PlayerBase.h:895
@ cBounceType_1
Definition PlayerBase.h:896
s32 _21e4
Definition PlayerBase.h:2888
TarzanRopeAction
Definition PlayerBase.h:672
@ cTarzanRopeAction_HasigoMove
Definition PlayerBase.h:677
@ cTarzanRopeAction_Start
Definition PlayerBase.h:673
@ cTarzanRopeAction_HasigoHangDown
Definition PlayerBase.h:678
@ cTarzanRopeAction_Up
Definition PlayerBase.h:675
@ cTarzanRopeAction_Wait
Definition PlayerBase.h:674
@ cTarzanRopeAction_HasigoHangUp
Definition PlayerBase.h:679
@ cTarzanRopeAction_Down
Definition PlayerBase.h:676
bool mIsDokanSwim
Definition PlayerBase.h:2874
virtual bool getHeadTopPos(sead::Vector3f &pos)
virtual bool bouncePlayer1(f32 speed_y, f32 speed_F, bool enable_LR, BounceType bounce_type, JumpSe jump_se_type)=0
sead::Vector2f mFunsuiPos
Definition PlayerBase.h:2891
StartSoundType
Definition PlayerBase.h:967
@ cStartSoundType_Normal
Definition PlayerBase.h:968
@ cStartSoundType_DisableInEnding
Definition PlayerBase.h:969
void coinFunsuiOnDamageCB(s32 type, Actor *eat_die_actor)
Result create() override
Main initialization/setup callback for the actor.
PenguinSlideAction
Definition PlayerBase.h:655
@ cPenguinSlideAction_1
Definition PlayerBase.h:657
@ cPenguinSlideAction_StandUp
Definition PlayerBase.h:659
@ cPenguinSlideAction_Move
Definition PlayerBase.h:656
@ cPenguinSlideAction_ToCrouch
Definition PlayerBase.h:658
void executeDemoGoal_Pole()
sead::Vector3f mFaderPos
Definition PlayerBase.h:2852
s32 mActionSubTimer
Definition PlayerBase.h:2883
void icePowerChange(bool slip)
virtual EffectID getHipDropBlurEffectID()=0
void clearComboCount()
Definition PlayerBase.h:2473
f32 mDokanMoveXThreshold
Definition PlayerBase.h:2870
virtual f32 getMoveJumpSpeed()=0
f32 getSakaMaxSpeedRatio(DirType dir)
void setCrouchActionAnm()
DemoType
Definition PlayerBase.h:871
@ cDemoType_3
Definition PlayerBase.h:874
@ cDemoType_ShadowkunCatch
Definition PlayerBase.h:877
@ cDemoType_4
Definition PlayerBase.h:875
@ cDemoType_1
Definition PlayerBase.h:872
@ cDemoType_5
Definition PlayerBase.h:876
EffectObj mWaterFunsuiEffect
Definition PlayerBase.h:2917
s32 mInvincibilityTimer
Definition PlayerBase.h:2812
s32 adjustCoinReductionNumCB_(s32 coin_num)
void calcSpeedOnIceLift()
bool preExecute() override
Callback invoked before the execute operation.
s32 getFollowMameKuriboSpeedType()
f32 mCcPlayerRevSpeedFScale
Definition PlayerBase.h:2818
f32 mAirDriftSpeedFDecelStep
Definition PlayerBase.h:2804
void offOldBgCross(s32 bit)
Definition PlayerBase.h:2719
ActorUniqueID mLineSpinLiftID
Definition PlayerBase.h:2799
Angle getMukiAngle()
Definition PlayerBase.h:2191
bool setWaitJump_(f32 speed_y)
PlayerBase * searchPlayerAttention_(const sead::Vector2f &src_pos)
void setCcPlayerRevParam(f32 param)
virtual bool setDoorDemo(Actor *, u32)=0
Angle mBaseSakaAngle
Definition PlayerBase.h:2777
void DemoAnmBossAttention()
f32 getSakaMoveAccele(DirType dir)
void slipPowerSet(bool slip)
Definition PlayerBase.h:2326
virtual void setVirusStar(PlayerBase *other)=0
CheckBgDokanInUDRes
Definition PlayerBase.h:918
@ cCheckBgDokanInUDRes_ClearMame
Definition PlayerBase.h:920
@ cCheckBgDokanInUDRes_Clear
Definition PlayerBase.h:919
@ cCheckBgDokanInUDRes_Blocked
Definition PlayerBase.h:921
sead::SafeArray< BOOL, cOldBgCrossFootNum > mOldBgCrossFoot
Definition PlayerBase.h:2771
virtual void setSlipAction()=0
bool isEnableControlDemoKoopaSwitch()
void setHipAttack_ToStoop()
bool checkBGCrossWall(DirType dir)
virtual void setZPosition(f32 z)=0
u32 mDokanInTimerL
Definition PlayerBase.h:2871
virtual void initialHipAttack(NextGotoType next_goto_type)
s32 _2070
Definition PlayerBase.h:2817
StarSet
Definition PlayerBase.h:887
@ cStarSet_Virus
Definition PlayerBase.h:888
@ cStarSet_CustomTime
Definition PlayerBase.h:889
@ cStarSet_Default
Definition PlayerBase.h:890
s32 mDemoSubAction
Definition PlayerBase.h:2843
bool isDisableDokanInDemo()
void setNoHitPlayer(const PlayerBase *player_other, s32 time)
virtual void upperOverCheck()
f32 mCcPlayerRevSpeedFStart
Definition PlayerBase.h:2819
const ActorBgCollisionCheck::Sensor * getHeadBgPointData()
Definition PlayerBase.h:1151
void updateHipDropExEffect()
virtual void executeDemoGoal_PreRun()=0
PlayerMode mMode
Definition PlayerBase.h:2761
void endWaterFunsuiEffect()
s32 _21d8
Definition PlayerBase.h:2885
s32 mJumpAddSpeedHoldTimer
Definition PlayerBase.h:2806
DokanDir mDokanDir
Definition PlayerBase.h:2864
DokanType mDokanType
Definition PlayerBase.h:2868
void setControlDemoPos(const sead::Vector3f &pos)
ActorBgCollisionCheck * getBgCheck() override
Definition PlayerBase.h:1016
f32 _4e4
Definition PlayerBase.h:2754
s32 mWaterDepthType
Definition PlayerBase.h:2785
f32 mDispSideLimitPad
Definition PlayerBase.h:2792
static const f32 cMaxFallSpeed_Foot
Definition PlayerBase.h:983
void setShadowkunCatchDemo()
f32 mAirDriftSpeedFStart
Definition PlayerBase.h:2802
void setCcPlayerRevY(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other, f32 scale, ActorCollisionCheck::Kind kind)
s32 mNoHitObjBgTimer
Definition PlayerBase.h:2801
ActorCollisionCheck mCollisionCheck2_React
Definition PlayerBase.h:2807
void setCrouchWallSpeed()
s8 mPlComboCnt
Definition PlayerBase.h:2759
bool _2198
Definition PlayerBase.h:2877
void setDrawTypeInDistantView()
void blockHitInit_() override
virtual void vf8AC(bool)=0
sead::Vector3f * getHeadTopPosP()
virtual void getMaskPos(sead::Vector3f &pos)=0
bool mIsLastPlayer
Definition PlayerBase.h:2853
EffectObj mEffectObjCommon
Definition PlayerBase.h:2901
PlayerKey mPlayerKey
Definition PlayerBase.h:2742
void setLandSmokeEffectLight()
virtual void executeMain()=0
ActorUniqueID mRideActorID
Definition PlayerBase.h:2884
sead::SafeArray< u32, cDirType_NumX > _20a4
Definition PlayerBase.h:2834
void initAirDriftSpeedF(f32 start_val, f32 len_frames)
virtual void finDemoKimePose()=0
Bitfield< cBgCross_MaxBitNum > mOldBgCross
Definition PlayerBase.h:2767
void getAnkleCenterPos(sead::Vector3f *pos)
virtual void onDemoType(DemoType type)
virtual void setShadowFail()=0
u32 mDokanInTimerR
Definition PlayerBase.h:2872
virtual void calcJumpDaiReductionScale(s32 t, s32 max_t)
virtual EffectID getLavaWaveSplashEffectID(bool big)=0
BgUnitCode::TypeInfo_Damage mDamageBgTypeInfo
Definition PlayerBase.h:2794
bool isEnableStampPlayerJump(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
s32 mNoGravityTimer
Definition PlayerBase.h:2753
bool setJump(u8, JumpSe jump_se_type)
ActorBgCollisionCheck::Sensor mBcSensorWall
Definition PlayerBase.h:2765
virtual bool isFaceRot()
Definition PlayerBase.h:2283
DemoControlSubAction
Definition PlayerBase.h:845
@ cDemoControlSubAction_Wait
Definition PlayerBase.h:846
@ cDemoControlSubAction_Walk
Definition PlayerBase.h:847
@ cDemoControlSubAction_Anm
Definition PlayerBase.h:848
@ cDemoControlSubAction_4
Definition PlayerBase.h:850
@ cDemoControlSubAction_AnmSeq
Definition PlayerBase.h:849
Angle mSpeedSakaAnglePrev
Definition PlayerBase.h:2776
void startSound(const char *label, s16 seq_var, StartSoundType type=cStartSoundType_Normal)
s8 mTreadCnt
Definition PlayerBase.h:2758
virtual bool isDemoMode() const
void revSideLimitCommon(f32 x)
void postExecute(MainState state) override
Callback invoked unconditionally after the execute phase completes. It executes even if preExecute() ...
virtual void postBgCross()=0
GameAudio::AudioObjctPly mAudioObj
Definition PlayerBase.h:2743
bool checkDispSideLemit_()
virtual void setTurnSmokeEffect(bool with_brake)
virtual void setZPositionDirect(f32 z)=0
virtual void initialVine(NextGotoType next_goto_type)
virtual void executeLastAll()=0
sead::Vector3f * getHeadPosP()
virtual EffectID getHipDropEffectID()=0
void setPlayerJumoDaiPos()
sead::Vector3f mRidePlayerPosDelta
Definition PlayerBase.h:2893
u8 mPriority
Definition PlayerBase.h:2757
WallSlideAction
Definition PlayerBase.h:591
@ cWallSlideAction_MusasabiSlide
Definition PlayerBase.h:593
@ cWallSlideAction_Normal
Definition PlayerBase.h:592
void walkAction_SetAnm(AnmBlend blend)
virtual void setDokanWaitAnm(bool move_in)
s32 mGoalDemoOrder
Definition PlayerBase.h:2857
s32 mChangeDemoStateParam
Definition PlayerBase.h:2840
s32 mAction
Definition PlayerBase.h:2881
void posMoveAnglePenguin(const sead::Vector3f &speed)
ThrowAction
Definition PlayerBase.h:583
@ cThrowAction_1
Definition PlayerBase.h:585
@ cThrowAction_0
Definition PlayerBase.h:584
@ cThrowAction_2
Definition PlayerBase.h:586
virtual bool setNormalDamage(ActorCollisionCheck *cc)=0
void setHipAttackOnEnemyBase(const sead::Vector3f &target_pos)
void executeDemoGoal_Wait()
HipdropExEffect mHipdropExEffect
Definition PlayerBase.h:2908
f32 getFollowMameKuriboSpeedScaleY()
sead::FixedRingBuffer< ActorUniqueID, 2 > mBgPressIDBuffer
Definition PlayerBase.h:2798
void setControlDemoDir(DirType dir)
bool isEnableGoalCollision()
PowerChangeType
Definition PlayerBase.h:958
@ cPowerChangeType_Num
Definition PlayerBase.h:962
@ cPowerChangeType_Ice
Definition PlayerBase.h:960
@ cPowerChangeType_Normal
Definition PlayerBase.h:959
@ cPowerChangeType_Snow
Definition PlayerBase.h:961
u32 _2148
Definition PlayerBase.h:2862
EffectObj _22fc
Definition PlayerBase.h:2903
void setDemoGoalMode(s32 demo_action, s32 demo_sub_action)
NextGotoType mNextGotoType
Definition PlayerBase.h:2848
bool isEnemyStageClearDemoLand()
virtual void executeDemoGoal_Run()=0
void clearBgAndSakaAngle()
ActorCollisionCheck mCollisionCheck3_React
Definition PlayerBase.h:2808
void HipAction_AttackFall()
virtual void releaseFunsuiAction()=0
virtual void offDemoMode()
sead::Vector2f mBgSpeed
Definition PlayerBase.h:2789
bool setPressBgDamageBase(DamageType type)
f32 mHeight
Definition PlayerBase.h:2746
static const s32 cAddCalcAngleYFrameNum_DemoOutDoor
Definition PlayerBase.h:990
f32 getSakaStopAccele(DirType dir)
sead::BitFlag32 mDemoTypeFlag
Definition PlayerBase.h:2841
ActorBgCollisionPlayerCheck mBgCheckPlayer
Definition PlayerBase.h:2762
virtual void initializeDemoControl(bool carry_chibi_yoshi=true)=0
virtual bool setHipAttackOnEnemy(const sead::Vector3f &target_pos)=0
void setDownFinishSubject()
void trySetSubjectCoinClear()
void holdSound(const char *label, StartSoundType type=cStartSoundType_Normal)
SpinHipAttackAction
Definition PlayerBase.h:648
@ cSpinHipAttackAction_Fall
Definition PlayerBase.h:649
@ cSpinHipAttackAction_Land
Definition PlayerBase.h:650
HipAction
Definition PlayerBase.h:483
@ cHipAction_StandNormal
Definition PlayerBase.h:488
@ cHipAction_ToStoop
Definition PlayerBase.h:490
@ cHipAction_StandNormalEnd
Definition PlayerBase.h:489
@ cHipAction_Ready
Definition PlayerBase.h:484
@ cHipAction_AttackFall
Definition PlayerBase.h:486
@ cHipAction_Ground
Definition PlayerBase.h:487
@ cHipAction_Num
Definition PlayerBase.h:491
@ cHipAction_AttackStart
Definition PlayerBase.h:485
DemoInDokanAction
Definition PlayerBase.h:810
@ cDemoInDokanAction_End
Definition PlayerBase.h:815
@ cDemoInDokanAction_WaitNextTurn_UnderwaterKoopaJrDemo
Definition PlayerBase.h:814
@ cDemoInDokanAction_WaitNextTurn
Definition PlayerBase.h:812
@ cDemoInDokanAction_CheckTurn
Definition PlayerBase.h:811
@ cDemoInDokanAction_Move
Definition PlayerBase.h:813
bool isSceneChangeWaitDone()
virtual f32 getCloudOffsetY()=0
AnmBlend
Definition PlayerBase.h:881
@ cAnmBlend_Enable
Definition PlayerBase.h:883
@ cAnmBlend_Disable
Definition PlayerBase.h:882
virtual void clearJumpActionInfo()=0
DamageType
Definition PlayerBase.h:48
@ cDamageType_DeathCloud
Definition PlayerBase.h:65
@ cDamageType_Ice
Definition PlayerBase.h:60
@ cDamageType_Hit
Definition PlayerBase.h:49
@ cDamageType_Ice2
Definition PlayerBase.h:61
@ cDamageType_Eaten2
Definition PlayerBase.h:67
@ cDamageType_SmallKnock
Definition PlayerBase.h:55
@ cDamageType_Num
Definition PlayerBase.h:69
@ cDamageType_Knock2
Definition PlayerBase.h:54
@ cDamageType_SteppedOn
Definition PlayerBase.h:68
@ cDamageType_Fire
Definition PlayerBase.h:58
@ cDamageType_Kill
Definition PlayerBase.h:64
@ cDamageType_Knock
Definition PlayerBase.h:53
@ cDamageType_Hit2
Definition PlayerBase.h:50
@ cDamageType_Poison
Definition PlayerBase.h:63
@ cDamageType_SmallKnock3
Definition PlayerBase.h:57
@ cDamageType_SmallKnock2
Definition PlayerBase.h:56
@ cDamageType_Eaten
Definition PlayerBase.h:66
@ cDamageType_HitKnock
Definition PlayerBase.h:51
@ cDamageType_Spark
Definition PlayerBase.h:62
@ cDamageType_Hit3
Definition PlayerBase.h:52
@ cDamageType_Fire2
Definition PlayerBase.h:59
void setHipAttack_AttackFall()
s32 mMaskPosInterpSrcType
Definition PlayerBase.h:2738
Angle getSakaAngle(DirType dir)
VineAction
Definition PlayerBase.h:512
@ cVineAction_Net
Definition PlayerBase.h:514
@ cVineAction_Ivy
Definition PlayerBase.h:513
@ cVineAction_Roll
Definition PlayerBase.h:516
@ cVineAction_Attack
Definition PlayerBase.h:515
virtual bool setForcedDamage(Actor *actor, DamageType type)=0
bool demo_dokan_move_y(f32 step, f32 offset)
void changeStateImpl(const StateID &state_id, s32 param, const JumpInf *jmp_inf)
void setBcSensorFlagsBase()
void onNowBgCross(s32 bit)
Definition PlayerBase.h:2699
virtual void initialTitle(NextGotoType next_goto_type)
Angle addCalcAngleY(const Angle &target, f32 rate)
ActorBgCollisionCheck::SakaType getSakaType(DirType dir)
virtual void executeLastPlayer()=0
bool isOldSubjectState(const StateID &state_id) const
Definition PlayerBase.h:2635
void setPoisonDamageEffect()
s32 calcGoalBonusCoinNum()
void setNormalJumpGravity()
static const f32 cUnkZero
Definition PlayerBase.h:977
Angle getBesideMukiAngle()
Definition PlayerBase.h:2199
void changeState(const StateID &state_id, const JumpInf &jmp_inf)
s32 _2a4
Definition PlayerBase.h:2741
virtual void clearCcData()
u32 _2194
Definition PlayerBase.h:2876
FStateMgr< PlayerBase > mSubjectStateMgr
Definition PlayerBase.h:2921
virtual bool setHideNotGoalPlayer()=0
void bgCheck(bool side_view_check)
PlayerSpeedHIO * getSpeedData() const
Definition PlayerBase.h:2369
FunsuiType mFunsuiType
Definition PlayerBase.h:2890
PlayerSpeedHIO * mSpeedData_Star
Definition PlayerBase.h:2751
void setHipAttackDropEffect()
f32 mKaniPosY
Definition PlayerBase.h:2773
void setVsPlHipAttackEffect()
void executeDemoInDokan()
virtual bool isNoDamage()=0
void updateWaterFunsuiEffect()
void getDokanInLRWallBgPointData(ActorBgCollisionCheck::Sensor *sensor)
virtual void offDemoType(DemoType type)
void setFaderPos(const sead::Vector3f &pos)
virtual bool setDamage2(Actor *actor, DamageType type)=0
virtual void setWaitActionAnm(AnmBlend blend)=0
bool isEnableDokanInStatusBase()
virtual void setGoalPoleCatchVoice()=0
void initDemoInDokanLR(DokanDir dir)
f32 mAddBgSpeedF
Definition PlayerBase.h:2805
void setCcAtBody(const ActorCollisionCheck::Attack &attack)
sead::Vector3f _284
Definition PlayerBase.h:2737
static const s32 cOldBgCrossFootNum
Definition PlayerBase.h:410
void startFootSoundPlayer(const char *label)
virtual void DemoAnmTottenItem()
bool calcHeadAttentionAngle_(const sead::Vector2f &target_pos, sead::BitFlag32 flag, Angle max_angle_y)
void setWaterOutEffect(const sead::Vector3f &pos, bool deep)
void setItemCompleteVoice()
void initDemoInDokanBase(DokanDir dir)
void setHipAttack_AttackStartBase()
const PlayerModelBase * getModel() const
void getCloudPos(sead::Vector3f &pos)
FollowEffect mHipAttackEffect
Definition PlayerBase.h:2906
DemoNextGotoBlockAction
Definition PlayerBase.h:779
@ cDemoNextGotoBlockAction_SceneChange
Definition PlayerBase.h:781
@ cDemoNextGotoBlockAction_Walk
Definition PlayerBase.h:780
static const f32 cWaterNumaJumpSpeed
Definition PlayerBase.h:979
sead::Vector3f mDokanFaderPos
Definition PlayerBase.h:2866
virtual void setCreate(const sead::Vector3f &pos, NextGotoType next_goto_type, DirType dir)
void coinJumpOnStampCB(s32 coin_num)
virtual void getDokanWallBgPointData(ActorBgCollisionCheck::Sensor *sensor)=0
PlayerTallType getTallType()
Definition PlayerBase.h:1060
void posMoveAnglePlayer(const sead::Vector3f &speed)
EffectObj mFootEffect
Definition PlayerBase.h:2904
virtual bool vf7F4(ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)=0
void changeNextScene(s32)
Angle mAirWaterHitAngle
Definition PlayerBase.h:2787
void startKimePoseVoice(ClearType clear_type)
void setControlDemoWalk(f32 target_pos_x, f32 speed)
Definition PlayerModelBaseMgr.h:6
Definition PlayerModelBase.h:16
Definition PlayerBase.h:468
JumpSe jump_se_type
Definition PlayerBase.h:470
u8 _8
Definition PlayerBase.h:471
f32 speed_y
Definition PlayerBase.h:469
Definition PlayerBase.h:25
ActorBgCollisionCheck::Sensor sensor_wall
Definition PlayerBase.h:28
ActorBgCollisionCheck::Sensor sensor_foot
Definition PlayerBase.h:26
ActorBgCollisionCheck::Sensor sensor_head
Definition PlayerBase.h:27
Definition PlayerBase.h:745
CrouchAction crouch
Definition PlayerBase.h:751
CarryPlayerAction carry_player
Definition PlayerBase.h:760
WalkAction walk
Definition PlayerBase.h:746
JumpDaiAction jump_dai
Definition PlayerBase.h:755
PropelAction propel
Definition PlayerBase.h:764
JumpAction jump
Definition PlayerBase.h:748
PlayerJumpDaiAction player_jump_dai
Definition PlayerBase.h:756
BalloonChibiYoshiAction balloon_chibi_yoshi
Definition PlayerBase.h:767
HangAction hang
Definition PlayerBase.h:770
WallSlideAction wall_slide
Definition PlayerBase.h:759
AnimePlayAction anime_play
Definition PlayerBase.h:771
BalloonAction balloon
Definition PlayerBase.h:762
CloudAction cloud
Definition PlayerBase.h:753
FunsuiAction funsui
Definition PlayerBase.h:772
SwimAction swim
Definition PlayerBase.h:754
PenguinSlideAction penguin_slide
Definition PlayerBase.h:766
ThrowAction throw_
Definition PlayerBase.h:758
SlipAction slip
Definition PlayerBase.h:752
BalloonChibiYoshiFlyAction balloon_chibi_yoshi_fly
Definition PlayerBase.h:773
FireAction fire
Definition PlayerBase.h:757
CannonJumpAction cannon_jump
Definition PlayerBase.h:763
VineAction vine
Definition PlayerBase.h:750
TarzanRopeAction tarzan_rope
Definition PlayerBase.h:768
PoleAction pole
Definition PlayerBase.h:749
KaniAction kani
Definition PlayerBase.h:769
HipAction hip
Definition PlayerBase.h:747
FlyDamageAction fly_damage
Definition PlayerBase.h:761
SpinHipAttackAction spin_hip_attack
Definition PlayerBase.h:765
Definition PlayerBase.h:833
DemoInDokanAction in_dokan
Definition PlayerBase.h:838
DemoOutDokanAction out_dokan
Definition PlayerBase.h:837
DemoNextGotoBlockAction next_goto_block
Definition PlayerBase.h:834
DemoWaitAction wait
Definition PlayerBase.h:836
DemoGoalAction goal
Definition PlayerBase.h:839
DemoStartWaitAction start_wait
Definition PlayerBase.h:835
Definition PlayerBase.h:855
DemoControlSubAction control
Definition PlayerBase.h:856