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Actor Class Reference

#include <Actor.h>

Inherits ActorBase.

Inherited by ActorCollision, PlayerBase, PlyIce, and TarzanIvyBase.

Public Types

enum  ActorType {
  cActorType_Generic = 0 , cActorType_Player , cActorType_Yoshi , cActorType_Enemy ,
  cActorType_ChibiYoshi
}
enum  CarryFlag {
  cCarryFlag_Release = 1 << 0 , cCarryFlag_Throw = 1 << 1 , cCarryFlag_ThrowHard = 1 << 2 , cCarryFlag_None = 0 ,
  cCarryFlag_All = cCarryFlag_Release | cCarryFlag_Throw | cCarryFlag_ThrowHard
}
enum  ScreenOutFlag {
  cScreenOutFlag_SkipNone = 0 , cScreenOutFlag_SkipDeletion = 1 << 1 , cScreenOutFlag_SkipCameraCheck = 1 << 2 , cScreenOutFlag_SkipRideCheck = 1 << 3 ,
  cScreenOutFlag_SkipTottenCheck = 1 << 4
}
 Flags to pass to screenOutCheck to skip checks or actions during the evaluation. More...
Public Types inherited from ActorBase
enum  MainState { cState_None = 0 , cState_Failed , cState_Success , cState_Wait }
 Represents the execution state of a main operation, and whether it was skipped. More...
enum  Result { cResult_Wait = 0 , cResult_Success , cResult_Failed }
 Defines signals to pass to ActorMgr when performing create and delete operations on the actor. More...
typedef sead::OffsetList< ActorBaseList

Public Member Functions

virtual void setPlayerNo (s8 id)
s8 getPlayerNo () const
virtual void removeCollisionCheck ()
virtual void reviveCollisionCheck ()
virtual ActorBgCollisionCheckgetBgCheck ()
virtual void setCarryFall (Actor *, s32)
virtual bool isSpinLiftUpEnable ()
virtual void setSpinLiftUpActor (Actor *player)
virtual void vfC4 ()
virtual void vfCC ()
bool checkCarried (s32 *player_no)
s32 getComboCnt () const
void clrComboCnt ()
void incComboCnt ()
void slideComboSE (s32 combo_cnt, bool combo_type_2)
s32 searchNearPlayer (sead::Vector2f &out)
DirType getPlayerDirLR (const sead::Vector3f &position)
DirType getPlayerDirUD (const sead::Vector3f &position)
DirType getPlayerDirLR ()
DirType getPlayerDirUD ()
bool screenOutCheck (u16 flag)
 Checks if the actor is out of gameplay and optionally deletes it.
virtual void allEnemyDeathEffSet ()
virtual void waterSplashEffect (const sead::Vector3f &pos)
virtual void yoganSplashEffect (const sead::Vector3f &pos)
virtual void yoganWaveSplashEffect (const sead::Vector3f &pos)
virtual void poisonSplashEffect (const sead::Vector3f &pos)
f32 getEffectZPos () const
bool checkEat () const
void deleteActor (bool manual_deleted)
 Schedule this actor for deletion on the next frame.
ActorCollisionCheckgetCollisionCheck ()
const ActorCollisionCheckgetCollisionCheck () const
bool isExecEnable () const
bool isDrawEnable () const
DirType getDirection () const
void setDirection (DirType dir)
u8 getLayer () const
f32 getSpeedF () const
void setSpeedF (f32 speedF)
f32 getMaxSpeedF () const
void setMaxSpeedF (f32 maxSpeedF)
f32 getMaxFallSpeed () const
void setMaxFallSpeed (f32 maxFallSpeed)
f32 getAccelY () const
void setAccelY (f32 accelY)
f32 getAccelF () const
void setAccelF (f32 accelF)
sead::Vector3fgetPos ()
const sead::Vector3fgetPos () const
sead::Vector2fgetPos2D ()
const sead::Vector2fgetPos2D () const
sead::Vector3f getCenterPos () const
sead::Vector2f getCenterPos2D () const
f32 getCenterX () const
f32 getCenterY () const
f32 getCenterZ () const
sead::Vector3fgetSpeedVec ()
const sead::Vector3fgetSpeedVec () const
sead::Vector3fgetSpeedMaxVec ()
const sead::Vector3fgetSpeedMaxVec () const
sead::Vector3fgetScale ()
const sead::Vector3fgetScale () const
Angle3getAngle ()
const Angle3getAngle () const
ActorType getActorType () const
void setKind (ActorType type)
bool getManualDeletedFlag () const
CarryFlag getCarryFlag () const
u8 getSwitchFlag0 () const
u8 getSwitchFlag1 () const
u32 getProfFlag () const
Public Member Functions inherited from ActorBase
bool isActive () const
 Whether this actor has been successfully created and is now active.
void deleteRequest ()
 Schedule this actor for deletion on the next frame.
bool isRequestedDelete () const
 Whether this actor has been scheduled for deletion on the next frame.
ActorUniqueID getActorUniqueID () const
 The unique identifier handle for this actor.
s32 getProfileID () const
 The specific profile ID which this actor was instantiated from.
ProfilegetProfile () const
 The specific profile which this actor was instantiated from.
bool isCreatedImmediately () const
 Whether the actor was created with ActorMgr::createImmediately(), rather than deferred with ActorMgr::createLater().
bool isMapActor () const
 Whether the actor was spawned from the level with ActorCreateMgr, rather than dynamically spawned by another actor.
u32 getParam0 () const
 Level designer configuration. Also known as "nybbles" or "spritedata".
u32 getParam1 () const
 Level designer configuration. Also known as "nybbles" or "spritedata".
ActorParamEx1 getParamEx () const
 Extra level designer configuration. Also known as "nybbles" or "spritedata".
const ListgetChildList () const
 sead::OffsetList used for holding child actors spawned by this actor. Managed automatically if param.parent_id is set when spawning.
sead::HeapgetActorHeap () const
 The personal heap for this actor.
ActorBasegetParent () const
template<typename T>
T * getParent () const
 The parent actor pointer if this actor is a child, nullptr otherwise.
void removeChild (ActorBase *child)
 Disconnects a child from this actor's family tree.

Protected Member Functions

 Actor (const ActorCreateParam &param)
 ~Actor () override
void postCreate (MainState state) override
 Callback invoked unconditionally after the create phase completes. It executes even if preCreate() bypassed the main create() operation.
bool preExecute () override
 Callback invoked before the execute operation.
void postExecute (MainState state) override
 Callback invoked unconditionally after the execute phase completes. It executes even if preExecute() bypassed the main execute() operation.
bool preDraw () override
 Callback invoked before the draw operation.
virtual bool drawCullCheck_ ()
virtual void blockHitInit_ ()
void splashEffect_ (const sead::Vector3f &pos, EffectID effect_id, u8 wave_scale, const char *sound_label)
void setAreaNo_ ()
void calcSpeedX_ ()
void calcSpeedY_ (f32 accel_y, f32 speed_max_y)
void calcSpeedY_ ()
void calcSpeedF_ (f32 accelF, f32 max_speedF)
void calcSpeedF_ ()
void calcFallSpeed_ (f32 accel_y, f32 max_fall_speed)
void calcFallSpeed_ ()
void posMove_ (sead::Vector3f &delta)
void posMove_ (sead::Vector2f &delta_xy, f32 delta_z)
void posMove_ ()
void carryFukidashiCheck_ (s32 action)
void carryFukidashiCheck_ (s32 action, const sead::Vector2f &range)
void carryFukidashiCancel_ (s32 action, s32 player_no)
bool isEnablePressLR_ (const ActorBgCollisionCheck &bc)
bool isEnablePressUD_ (const ActorBgCollisionCheck &bc)
bool setPressBreakLR_ (const ActorBgCollisionCheck &bc)
bool setPressBreakUD_ (const ActorBgCollisionCheck &bc)
bool setPressIceHeadBreak_ (const ActorBgCollisionCheck &bc)
bool setPressBreakIce_ (const BgCollision *bg_collision)
bool setPressBreakBlockDRC_ (const BgCollision *bg_collision)
Protected Member Functions inherited from ActorBase
 ActorBase (const ActorCreateParam &param)
 Constructs an actor from configuration data.
virtual ~ActorBase ()
 Destroys the actor and orphans all of its children.
virtual bool preCreate ()
 Callback invoked before the create operation.
virtual Result create ()
 Main initialization/setup callback for the actor.
virtual bool execute ()
 Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
virtual void finalUpdate ()
 Callback which is called after all other actors have finished executing for this frame.
virtual bool draw ()
 Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
virtual void postDraw (MainState state)
 Callback invoked unconditionally after the draw phase completes. It executes even if preDraw() bypassed the main draw() operation.
virtual bool preDelete ()
 Callback invoked before the delete operation.
virtual Result doDelete ()
 Main deletion callback for the actor.
virtual void postDelete (MainState state)
 Unconditionally called callback for after the delete operation.
void setActive_ (bool active)

Protected Attributes

DirType mDirection
s8 mPlayerNo
s8 mControllerLytPlayerNo
u8 mLayer
sead::BitFlag8 mCollisionMask
f32 mSpeedF
f32 mMaxSpeedF
f32 mMaxFallSpeed
f32 mAccelY
f32 mAccelF
sead::Vector3f mPos
sead::Vector3f mSpeed
sead::Vector3f mSpeedMax
sead::Vector3f mScale
Angle3 mAngle
Angle3 mAnglePrev
sead::Vector2f mPosDelta
ActorCollisionCheck mCollisionCheck
sead::Vector2f mVisibleAreaOffset
sead::Vector2f mVisibleAreaSize
sead::Vector2f mSize
ActorCullRange mCullLimit
u8 mAreaNo
u8 mActorType
bool mIsExecEnable
bool mIsDrawEnable
bool mManualDeletedFlag
u8 _211
u8 mCarryFlag
u8 mSwitchFlag0
u8 mSwitchFlag1
u16 mCreateFlag
u32 mBumpDamageTimer
u32 mBumpDirection
u8 _220
DirType mCarryDirection
u32 mThrowPlayerNo
s32 mComboCnt
u32 mProfFlag
sead::Vector3f mCenterOffset
sead::Vector3f mPosPrev
sead::Vector3f mPosPrevPostExec
sead::Vector3f mPosPrev2
EatDatamEatDataPtr
ChibiYoshiEatDatamChibiYoshiEatDataPtr
PropelPartsmPropelParts
u8 * _270
f32 mAddSpeedF
ChibiYoshiAwaDatamChibiYoshiAwaDataPtr
Protected Attributes inherited from ActorBase
sead::HeapmActorHeap
 Personal heap for this actor of type sead::FrameHeap. Capacity of 0x20200, but profiles in the player whitelist get 0x1A0200.
ActorUniqueID mActorUniqueID
 The unique identifier handle for this actor.
ProfilemActorProfile
 The specific profile which this actor was instantiated from.
bool mCreatedImmediately
 Whether the actor was created with ActorMgr::createImmediately(), rather than deferred with ActorMgr::createLater().
bool mIsMapActor
 Whether the actor was spawned from the level with ActorCreateMgr, rather than dynamically spawned by another actor.
bool mIsActive
 Whether the create operation has completed and the actor is executing.
bool mDeleteRequestFlag
 Whether to delete this actor on the next frame.
u32 mParam0
 Level designer configuration. Also known as "nybbles" or "spritedata".
u32 mParam1
 Level designer configuration. Also known as "nybbles" or "spritedata".
ActorParamEx1 mParamEx
 Extra level designer configuration. Also known as "nybbles" or "spritedata".
List mChildList
 sead::OffsetList used for holding child actors spawned by this actor. Managed automatically if param.parent_id is set when spawning.
sead::ListNode mChildNode
 Implementation detail. Used to track our position in the parent's mChildList.
ActorBasemParent
 The parent actor if this actor is a child. Automatically set to nullptr if orphaned.
sead::ListNode mExecuteNode
 Implementation detail. Used to track our position in ActorMgr lists.
sead::ListNode mDrawNode
 Implementation detail. Used to track our position in ActorMgr mDrawManage list.
sead::BitFlag32 mFlag

Static Protected Attributes

static const f32 cCullXLimit
static const f32 cCullYLimit

Private Member Functions

ActorsearchCarryFukidashiPlayer_ (s32 action)
bool canPress_ (const BgCollision *bg_collision)
bool checkPressLR_ (const ActorBgCollisionCheck &bc, DirType direction)
bool checkPressU_ (const ActorBgCollisionCheck &bc)
bool checkPressD_ (const ActorBgCollisionCheck &bc)
bool canPressIfApproaching_ (const BgCollision *bgcol_approaching_side, const BgCollision *bgcol_fixed_side)
u32 calcTottenToSrcDir_ (const sead::BoundBox2f &src_range) const

Member Enumeration Documentation

◆ ActorType

Enumerator
cActorType_Generic 
cActorType_Player 
cActorType_Yoshi 
cActorType_Enemy 
cActorType_ChibiYoshi 

◆ CarryFlag

Enumerator
cCarryFlag_Release 
cCarryFlag_Throw 
cCarryFlag_ThrowHard 
cCarryFlag_None 
cCarryFlag_All 

◆ ScreenOutFlag

Flags to pass to screenOutCheck to skip checks or actions during the evaluation.

Enumerator
cScreenOutFlag_SkipNone 

Perform all checks and delete the actor if they pass.

cScreenOutFlag_SkipDeletion 

Skip deleting the actor if the checks do pass.

cScreenOutFlag_SkipCameraCheck 

Skip checking if the actor is outside of the visible camera.

cScreenOutFlag_SkipRideCheck 

Skip checking if the actor is riding another actor/platform.

cScreenOutFlag_SkipTottenCheck 

Skip checking if Nabbit has passed to the right of the actor's visible range.

Constructor & Destructor Documentation

◆ Actor()

Actor::Actor ( const ActorCreateParam & param)
protected

◆ ~Actor()

Actor::~Actor ( )
overrideprotected

Member Function Documentation

◆ setPlayerNo()

virtual void Actor::setPlayerNo ( s8 id)
inlinevirtual

Reimplemented in PlayerObject.

◆ getPlayerNo()

s8 Actor::getPlayerNo ( ) const
inline

◆ removeCollisionCheck()

virtual void Actor::removeCollisionCheck ( )
virtual

Reimplemented in Boss, and KuriboBase.

◆ reviveCollisionCheck()

virtual void Actor::reviveCollisionCheck ( )
virtual

Reimplemented in Boss, and KuriboBase.

◆ getBgCheck()

virtual ActorBgCollisionCheck * Actor::getBgCheck ( )
inlinevirtual

Reimplemented in ActorCollision, and PlayerBase.

◆ setCarryFall()

virtual void Actor::setCarryFall ( Actor * ,
s32  )
inlinevirtual

Reimplemented in PlayerObject.

◆ isSpinLiftUpEnable()

virtual bool Actor::isSpinLiftUpEnable ( )
inlinevirtual

Reimplemented in CarryEnemy, MechaKoopa, and PlayerObject.

◆ setSpinLiftUpActor()

virtual void Actor::setSpinLiftUpActor ( Actor * player)
inlinevirtual

Reimplemented in CarryEnemy, and PlayerObject.

◆ vfC4()

virtual void Actor::vfC4 ( )
inlinevirtual

◆ vfCC()

virtual void Actor::vfCC ( )
inlinevirtual

◆ checkCarried()

bool Actor::checkCarried ( s32 * player_no)

◆ getComboCnt()

s32 Actor::getComboCnt ( ) const
inline

◆ clrComboCnt()

void Actor::clrComboCnt ( )

◆ incComboCnt()

void Actor::incComboCnt ( )

◆ slideComboSE()

void Actor::slideComboSE ( s32 combo_cnt,
bool combo_type_2 )

◆ searchNearPlayer()

s32 Actor::searchNearPlayer ( sead::Vector2f & out)

◆ getPlayerDirLR() [1/2]

DirType Actor::getPlayerDirLR ( const sead::Vector3f & position)

◆ getPlayerDirUD() [1/2]

DirType Actor::getPlayerDirUD ( const sead::Vector3f & position)

◆ getPlayerDirLR() [2/2]

DirType Actor::getPlayerDirLR ( )
inline

◆ getPlayerDirUD() [2/2]

DirType Actor::getPlayerDirUD ( )
inline

◆ screenOutCheck()

bool Actor::screenOutCheck ( u16 flag)

Checks if the actor is out of gameplay and optionally deletes it.

Parameters
flagSpecify checks to skip, and whether to delete the actor if they all passed. See the ScreenOutFlag enum.
Returns
Whether the actor is out of gameplay.

The actor is considered "out of gameplay" if:

  • It has not been eaten.
  • It is not riding another actor/platform (unless skipped by flag).
  • Nabbit has passed to the right of the actor's visible range.
  • The actor is out of the zone bounds OR the actor is outside of the visible camera.
    Address: 0x020007A0

◆ allEnemyDeathEffSet()

virtual void Actor::allEnemyDeathEffSet ( )
virtual

Reimplemented in Bomhei, BrosBase, and KuriboBase.

◆ waterSplashEffect()

virtual void Actor::waterSplashEffect ( const sead::Vector3f & pos)
virtual

Reimplemented in Bomhei, and MechaKoopa.

◆ yoganSplashEffect()

virtual void Actor::yoganSplashEffect ( const sead::Vector3f & pos)
virtual

Reimplemented in Bomhei, KuriboBase, and MechaKoopa.

◆ yoganWaveSplashEffect()

virtual void Actor::yoganWaveSplashEffect ( const sead::Vector3f & pos)
virtual

◆ poisonSplashEffect()

virtual void Actor::poisonSplashEffect ( const sead::Vector3f & pos)
virtual

Reimplemented in Bomhei, and MechaKoopa.

◆ getEffectZPos()

f32 Actor::getEffectZPos ( ) const

◆ checkEat()

bool Actor::checkEat ( ) const

◆ deleteActor()

void Actor::deleteActor ( bool manual_deleted)

Schedule this actor for deletion on the next frame.

Parameters
manual_deletedPrevents respawning.
Address: 0x02000774

◆ getCollisionCheck() [1/2]

ActorCollisionCheck & Actor::getCollisionCheck ( )
inline

◆ getCollisionCheck() [2/2]

const ActorCollisionCheck & Actor::getCollisionCheck ( ) const
inline

◆ isExecEnable()

bool Actor::isExecEnable ( ) const
inline

◆ isDrawEnable()

bool Actor::isDrawEnable ( ) const
inline

◆ getDirection()

DirType Actor::getDirection ( ) const
inline

◆ setDirection()

void Actor::setDirection ( DirType dir)
inline

◆ getLayer()

u8 Actor::getLayer ( ) const
inline

◆ getSpeedF()

f32 Actor::getSpeedF ( ) const
inline

◆ setSpeedF()

void Actor::setSpeedF ( f32 speedF)
inline

◆ getMaxSpeedF()

f32 Actor::getMaxSpeedF ( ) const
inline

◆ setMaxSpeedF()

void Actor::setMaxSpeedF ( f32 maxSpeedF)
inline

◆ getMaxFallSpeed()

f32 Actor::getMaxFallSpeed ( ) const
inline

◆ setMaxFallSpeed()

void Actor::setMaxFallSpeed ( f32 maxFallSpeed)
inline

◆ getAccelY()

f32 Actor::getAccelY ( ) const
inline

◆ setAccelY()

void Actor::setAccelY ( f32 accelY)
inline

◆ getAccelF()

f32 Actor::getAccelF ( ) const
inline

◆ setAccelF()

void Actor::setAccelF ( f32 accelF)
inline

◆ getPos() [1/2]

sead::Vector3f & Actor::getPos ( )
inline

◆ getPos() [2/2]

const sead::Vector3f & Actor::getPos ( ) const
inline

◆ getPos2D() [1/2]

sead::Vector2f & Actor::getPos2D ( )
inline

◆ getPos2D() [2/2]

const sead::Vector2f & Actor::getPos2D ( ) const
inline

◆ getCenterPos()

sead::Vector3f Actor::getCenterPos ( ) const
inline

◆ getCenterPos2D()

sead::Vector2f Actor::getCenterPos2D ( ) const
inline

◆ getCenterX()

f32 Actor::getCenterX ( ) const
inline

◆ getCenterY()

f32 Actor::getCenterY ( ) const
inline

◆ getCenterZ()

f32 Actor::getCenterZ ( ) const
inline

◆ getSpeedVec() [1/2]

sead::Vector3f & Actor::getSpeedVec ( )
inline

◆ getSpeedVec() [2/2]

const sead::Vector3f & Actor::getSpeedVec ( ) const
inline

◆ getSpeedMaxVec() [1/2]

sead::Vector3f & Actor::getSpeedMaxVec ( )
inline

◆ getSpeedMaxVec() [2/2]

const sead::Vector3f & Actor::getSpeedMaxVec ( ) const
inline

◆ getScale() [1/2]

sead::Vector3f & Actor::getScale ( )
inline

◆ getScale() [2/2]

const sead::Vector3f & Actor::getScale ( ) const
inline

◆ getAngle() [1/2]

Angle3 & Actor::getAngle ( )
inline

◆ getAngle() [2/2]

const Angle3 & Actor::getAngle ( ) const
inline

◆ getActorType()

ActorType Actor::getActorType ( ) const
inline

◆ setKind()

void Actor::setKind ( ActorType type)
inline

◆ getManualDeletedFlag()

bool Actor::getManualDeletedFlag ( ) const
inline

◆ getCarryFlag()

CarryFlag Actor::getCarryFlag ( ) const
inline

◆ getSwitchFlag0()

u8 Actor::getSwitchFlag0 ( ) const
inline

◆ getSwitchFlag1()

u8 Actor::getSwitchFlag1 ( ) const
inline

◆ getProfFlag()

u32 Actor::getProfFlag ( ) const
inline

◆ postCreate()

void Actor::postCreate ( MainState state)
overrideprotectedvirtual

Callback invoked unconditionally after the create phase completes. It executes even if preCreate() bypassed the main create() operation.

Parameters
stateThe signal which create() returned, or cState_None if preCreate() skipped it.
Address: 0x02002F00

Reimplemented from ActorBase.

Reimplemented in ActorCollision.

◆ preExecute()

bool Actor::preExecute ( )
overrideprotectedvirtual

Callback invoked before the execute operation.

Returns
Whether to continue to the main execute callback, rather than skip to postExecute().

Returns true by default unless the game is paused or frozen. See EventMgr::isJoin().

Address: 0x02002F04

Reimplemented from ActorBase.

Reimplemented in ActorCollision, Boss, CarryEnemy, Enemy, PlayerBase, and PlayerObject.

◆ postExecute()

void Actor::postExecute ( MainState state)
overrideprotectedvirtual

Callback invoked unconditionally after the execute phase completes. It executes even if preExecute() bypassed the main execute() operation.

Parameters
stateThe signal which execute() returned, or cState_None if preExecute() skipped it.
Address: 0x02002F34

Reimplemented from ActorBase.

Reimplemented in ActorCollision, Boss, PlayerBase, and PlayerObject.

◆ preDraw()

bool Actor::preDraw ( )
overrideprotectedvirtual

Callback invoked before the draw operation.

Returns
Whether to continue to the main draw callback, rather than skip to postDraw().

Returns true by default.

Reimplemented from ActorBase.

Reimplemented in PlayerBase, and PlayerObject.

◆ drawCullCheck_()

virtual bool Actor::drawCullCheck_ ( )
protectedvirtual

◆ blockHitInit_()

virtual void Actor::blockHitInit_ ( )
inlineprotectedvirtual

Reimplemented in Bomhei, Enemy, KuriboBase, MechaKoopa, and PlayerBase.

◆ splashEffect_()

void Actor::splashEffect_ ( const sead::Vector3f & pos,
EffectID effect_id,
u8 wave_scale,
const char * sound_label )
protected

◆ setAreaNo_()

void Actor::setAreaNo_ ( )
protected

◆ calcSpeedX_()

void Actor::calcSpeedX_ ( )
protected

◆ calcSpeedY_() [1/2]

void Actor::calcSpeedY_ ( f32 accel_y,
f32 speed_max_y )
protected

◆ calcSpeedY_() [2/2]

void Actor::calcSpeedY_ ( )
inlineprotected

◆ calcSpeedF_() [1/2]

void Actor::calcSpeedF_ ( f32 accelF,
f32 max_speedF )
inlineprotected

◆ calcSpeedF_() [2/2]

void Actor::calcSpeedF_ ( )
inlineprotected

◆ calcFallSpeed_() [1/2]

void Actor::calcFallSpeed_ ( f32 accel_y,
f32 max_fall_speed )
protected

◆ calcFallSpeed_() [2/2]

void Actor::calcFallSpeed_ ( )
inlineprotected

◆ posMove_() [1/3]

void Actor::posMove_ ( sead::Vector3f & delta)
inlineprotected

◆ posMove_() [2/3]

void Actor::posMove_ ( sead::Vector2f & delta_xy,
f32 delta_z )
inlineprotected

◆ posMove_() [3/3]

void Actor::posMove_ ( )
inlineprotected

◆ carryFukidashiCheck_() [1/2]

void Actor::carryFukidashiCheck_ ( s32 action)
protected

◆ carryFukidashiCheck_() [2/2]

void Actor::carryFukidashiCheck_ ( s32 action,
const sead::Vector2f & range )
protected

◆ carryFukidashiCancel_()

void Actor::carryFukidashiCancel_ ( s32 action,
s32 player_no )
protected

◆ isEnablePressLR_()

bool Actor::isEnablePressLR_ ( const ActorBgCollisionCheck & bc)
protected

◆ isEnablePressUD_()

bool Actor::isEnablePressUD_ ( const ActorBgCollisionCheck & bc)
protected

◆ setPressBreakLR_()

bool Actor::setPressBreakLR_ ( const ActorBgCollisionCheck & bc)
protected

◆ setPressBreakUD_()

bool Actor::setPressBreakUD_ ( const ActorBgCollisionCheck & bc)
protected

◆ setPressIceHeadBreak_()

bool Actor::setPressIceHeadBreak_ ( const ActorBgCollisionCheck & bc)
protected

◆ setPressBreakIce_()

bool Actor::setPressBreakIce_ ( const BgCollision * bg_collision)
protected

◆ setPressBreakBlockDRC_()

bool Actor::setPressBreakBlockDRC_ ( const BgCollision * bg_collision)
protected

◆ searchCarryFukidashiPlayer_()

Actor * Actor::searchCarryFukidashiPlayer_ ( s32 action)
inlineprivate

◆ canPress_()

bool Actor::canPress_ ( const BgCollision * bg_collision)
private

◆ checkPressLR_()

bool Actor::checkPressLR_ ( const ActorBgCollisionCheck & bc,
DirType direction )
private

◆ checkPressU_()

bool Actor::checkPressU_ ( const ActorBgCollisionCheck & bc)
private

◆ checkPressD_()

bool Actor::checkPressD_ ( const ActorBgCollisionCheck & bc)
private

◆ canPressIfApproaching_()

bool Actor::canPressIfApproaching_ ( const BgCollision * bgcol_approaching_side,
const BgCollision * bgcol_fixed_side )
private

◆ calcTottenToSrcDir_()

u32 Actor::calcTottenToSrcDir_ ( const sead::BoundBox2f & src_range) const
private

Member Data Documentation

◆ mDirection

DirType Actor::mDirection
protected

◆ mPlayerNo

s8 Actor::mPlayerNo
protected

◆ mControllerLytPlayerNo

s8 Actor::mControllerLytPlayerNo
protected

◆ mLayer

u8 Actor::mLayer
protected

◆ mCollisionMask

sead::BitFlag8 Actor::mCollisionMask
protected

◆ mSpeedF

f32 Actor::mSpeedF
protected

◆ mMaxSpeedF

f32 Actor::mMaxSpeedF
protected

◆ mMaxFallSpeed

f32 Actor::mMaxFallSpeed
protected

◆ mAccelY

f32 Actor::mAccelY
protected

◆ mAccelF

f32 Actor::mAccelF
protected

◆ mPos

sead::Vector3f Actor::mPos
protected

◆ mSpeed

sead::Vector3f Actor::mSpeed
protected

◆ mSpeedMax

sead::Vector3f Actor::mSpeedMax
protected

◆ mScale

sead::Vector3f Actor::mScale
protected

◆ mAngle

Angle3 Actor::mAngle
protected

◆ mAnglePrev

Angle3 Actor::mAnglePrev
protected

◆ mPosDelta

sead::Vector2f Actor::mPosDelta
protected

◆ mCollisionCheck

ActorCollisionCheck Actor::mCollisionCheck
protected

◆ mVisibleAreaOffset

sead::Vector2f Actor::mVisibleAreaOffset
protected

◆ mVisibleAreaSize

sead::Vector2f Actor::mVisibleAreaSize
protected

◆ mSize

sead::Vector2f Actor::mSize
protected

◆ mCullLimit

ActorCullRange Actor::mCullLimit
protected

◆ mAreaNo

u8 Actor::mAreaNo
protected

◆ mActorType

u8 Actor::mActorType
protected

◆ mIsExecEnable

bool Actor::mIsExecEnable
protected

◆ mIsDrawEnable

bool Actor::mIsDrawEnable
protected

◆ mManualDeletedFlag

bool Actor::mManualDeletedFlag
protected

◆ _211

u8 Actor::_211
protected

◆ mCarryFlag

u8 Actor::mCarryFlag
protected

◆ mSwitchFlag0

u8 Actor::mSwitchFlag0
protected

◆ mSwitchFlag1

u8 Actor::mSwitchFlag1
protected

◆ mCreateFlag

u16 Actor::mCreateFlag
protected

◆ mBumpDamageTimer

u32 Actor::mBumpDamageTimer
protected

◆ mBumpDirection

u32 Actor::mBumpDirection
protected

◆ _220

u8 Actor::_220
protected

◆ mCarryDirection

DirType Actor::mCarryDirection
protected

◆ mThrowPlayerNo

u32 Actor::mThrowPlayerNo
protected

◆ mComboCnt

s32 Actor::mComboCnt
protected

◆ mProfFlag

u32 Actor::mProfFlag
protected

◆ mCenterOffset

sead::Vector3f Actor::mCenterOffset
protected

◆ mPosPrev

sead::Vector3f Actor::mPosPrev
protected

◆ mPosPrevPostExec

sead::Vector3f Actor::mPosPrevPostExec
protected

◆ mPosPrev2

sead::Vector3f Actor::mPosPrev2
protected

◆ mEatDataPtr

EatData* Actor::mEatDataPtr
protected

◆ mChibiYoshiEatDataPtr

ChibiYoshiEatData* Actor::mChibiYoshiEatDataPtr
protected

◆ mPropelParts

PropelParts* Actor::mPropelParts
protected

◆ _270

u8* Actor::_270
protected

◆ mAddSpeedF

f32 Actor::mAddSpeedF
protected

◆ mChibiYoshiAwaDataPtr

ChibiYoshiAwaData* Actor::mChibiYoshiAwaDataPtr
protected

◆ cCullXLimit

const f32 Actor::cCullXLimit
staticprotected

◆ cCullYLimit

const f32 Actor::cCullYLimit
staticprotected