|
| 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...
|
| 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< ActorBase > | List |
| enum | BgCheckFlag { cBgCheckFlag_Foot = 1 << 0
, cBgCheckFlag_Head = 1 << 1
, cBgCheckFlag_Wall = 1 << 2
, cBgCheckFlag_None = 0
} |
| enum | WaterCalcType { cWaterCalcType_Normal = 0
, cWaterCalcType_EnablePreCheck
, cWaterCalcType_ForceOut
} |
| | ActorCollision (const ActorCreateParam ¶m) |
| 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.
|
| Result | doDelete () override |
| | Main deletion callback for the actor.
|
| virtual void | setWaterFunsui_ (bool enable) |
| virtual bool | isWaterFunsui_ () const |
| virtual void | beginFunsui_ () |
| virtual void | endFunsui_ (f32 speed_y) |
| virtual bool | isFunsui_ () const |
| virtual void | vf134 (f32 speed) |
| virtual bool | vf13C () |
| virtual void | vf144 (s32) |
| virtual void | setSmokeDamage_ (Actor *actor) |
| virtual bool | setTouchDrcDamage_ (const sead::Vector2f &pos) |
| virtual void | setFunsuiPos_ (sead::Vector2f dst) |
| virtual void | setFunsuiSpeedY_ (f32 speed) |
| virtual bool | smokeDamageEnable_Yogan_ (f32 surface_pos_y) |
| virtual bool | smokeDamageEnable_Poison_ (f32 surface_pos_y) |
| virtual void | getBox_ (sead::BoundBox2f &box) |
| | ~ActorCollision () override |
| BgCheckFlag | bgCheck_ () |
| bool | bgCheckFoot_ () const |
| bool | bgCheckWall_ () const |
| void | clampMoveDistance_ (BgCollision &bg_collision) |
| bool | isHitBgCollision_ (const BgCollision &bg_collision) const |
| void | calcSpeedY_ () |
| void | calcFallSpeed_ () |
| void | posMove_ () |
| void | posMoveCalcJump_ () |
| void | calcJumpSpeedF_ () |
| WaterType | checkWater_ (f32 *surface_pos_y) |
| void | enterWater_ () |
| bool | hasamareBgCheck_ () |
| void | checkSnapToGround_ (f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor) |
| void | snapToGround_ (f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor, bool extended, bool force) |
| void | registerInGamescene_ () |
| bool | checkForSuitableGround_ (const sead::Vector2f &offset) const |
| | Actor (const ActorCreateParam ¶m) |
| | ~Actor () override |
| 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) |
| | ActorBase (const ActorCreateParam ¶m) |
| | 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 void | postDelete (MainState state) |
| | Unconditionally called callback for after the delete operation.
|
| void | setActive_ (bool active) |
| static const f32 | cCullXLimit |
| static const f32 | cCullYLimit |