New Super Mario Bros. U Headers
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PlayerBase Class Referenceabstract

#include <PlayerBase.h>

Inherits Actor.

Inherited by PlayerObject, and Yoshi.

Classes

union  ActionType
union  DemoActionType
union  DemoSubActionType
struct  JumpInf

Public Types

enum  DamageType {
  cDamageType_Hit = 0 , cDamageType_Hit2 , cDamageType_HitKnock , cDamageType_Hit3 ,
  cDamageType_Knock , cDamageType_Knock2 , cDamageType_SmallKnock , cDamageType_SmallKnock2 ,
  cDamageType_SmallKnock3 , cDamageType_Fire , cDamageType_Fire2 , cDamageType_Ice ,
  cDamageType_Ice2 , cDamageType_Spark , cDamageType_Poison , cDamageType_Kill ,
  cDamageType_DeathCloud , cDamageType_Eaten , cDamageType_Eaten2 , cDamageType_SteppedOn ,
  cDamageType_Num
}
enum  Status {
  cStatus_ActiveThisFrame = 1 , cStatus_DisableUpdate , cStatus_DisableAnm , cStatus_ControlledState ,
  cStatus_DemoMode , cStatus_DisableSound , cStatus_DispOut , cStatus_DispOutDanger ,
  cStatus_FaderPosSet , cStatus_NoGravityUntilFall , cStatus_JumpAddSpeed , cStatus_OutOfPlay = 14 ,
  cStatus_Down = 16 , cStatus_Stunned , cStatus_18 , cStatus_Quake ,
  cStatus_Jump = 25 , cStatus_Fall , cStatus_SinkSandSurfJump = 29 , cStatus_SitJump ,
  cStatus_CannonJump = 32 , cStatus_CannonWarp , cStatus_WaitJump , cStatus_UnkJumpGravity ,
  cStatus_WallSlide , cStatus_37 , cStatus_38 , cStatus_39 ,
  cStatus_40 = 40 , cStatus_41 , cStatus_45 = 45 , cStatus_46 ,
  cStatus_47 , cStatus_48 , cStatus_49 , cStatus_50 ,
  cStatus_51 , cStatus_52 , cStatus_HipAttackOnEnemy = 55 , cStatus_56 ,
  cStatus_57 , cStatus_58 , cStatus_60 = 60 , cStatus_62 = 62 ,
  cStatus_63 , cStatus_64 , cStatus_NoPropelRoll = 68 , cStatus_Spin ,
  cStatus_71 = 71 , cStatus_73 = 73 , cStatus_74 , cStatus_Vine = 76 ,
  cStatus_Hang , cStatus_Pole , cStatus_PoleRope , cStatus_KaniHang ,
  cStatus_82 = 82 , cStatus_Swim = 84 , cStatus_89 = 89 , cStatus_93 = 93 ,
  cStatus_97 = 97 , cStatus_PenguinSwim , cStatus_PenguinSlide , cStatus_InitialSlip = 102 ,
  cStatus_104 = 104 , cStatus_105 , cStatus_106 , cStatus_RidePlayer ,
  cStatus_LiftUp , cStatus_109 , cStatus_110 , cStatus_111 ,
  cStatus_113 = 113 , cStatus_RideYoshi , cStatus_116 = 116 , cStatus_117 ,
  cStatus_118 , cStatus_RideCloud , cStatus_RideJrCrown , cStatus_121 ,
  cStatus_RideBalloon , cStatus_RideBalloonSetVisible , cStatus_RideBalloonAll , cStatus_RideBalloonContVoiceReq ,
  cStatus_RideBalloonCheckAllFade , cStatus_RideNatDone , cStatus_RideNat , cStatus_129 ,
  cStatus_130 , cStatus_131 , cStatus_133 = 133 , cStatus_134 ,
  cStatus_135 , cStatus_136 , cStatus_137 , cStatus_138 ,
  cStatus_CanFlyBalloonChibiYoshi , cStatus_CanSetSpeedChibiYoshi , cStatus_141 , cStatus_142 ,
  cStatus_143 , cStatus_145 = 145 , cStatus_146 , cStatus_147 ,
  cStatus_148 , cStatus_149 , cStatus_150 , cStatus_151 ,
  cStatus_152 , cStatus_153 , cStatus_154 , cStatus_155 ,
  cStatus_156 , cStatus_157 , cStatus_158 , cStatus_160 = 160 ,
  cStatus_EnableSpin = 165 , cStatus_166 , cStatus_168 = 168 , cStatus_EnableDokanIn = 171 ,
  cStatus_172 , cStatus_FollowMameKuribo = 174 , cStatus_Invisible , cStatus_HideTemporarily ,
  cStatus_CannonShot , cStatus_178 , cStatus_179 , cStatus_CanWaterWalk ,
  cStatus_IsWaterWalk , cStatus_182 , cStatus_183 , cStatus_184 ,
  cStatus_185 , cStatus_186 , cStatus_187 , cStatus_188 ,
  cStatus_191 = 191 , cStatus_193 = 193 , cStatus_195 = 195 , cStatus_196 ,
  cStatus_197 , cStatus_ZPosSetNone , cStatus_199 , cStatus_200 ,
  cStatus_NoSwimAction = 203 , cStatus_204 , cStatus_Penguin , cStatus_206 ,
  cStatus_207 = 207 , cStatus_208 , cStatus_SceneChangeNext , cStatus_DemoDokan ,
  cStatus_212 = 212 , cStatus_213 , cStatus_214 , cStatus_215 ,
  cStatus_216 , cStatus_217 , cStatus_218 , cStatus_219 ,
  cStatus_220 , cStatus_221 , cStatus_222 , cStatus_223 ,
  cStatus_224 , cStatus_225 , cStatus_226 , cStatus_227 ,
  cStatus_DemoControlReq = 235 , cStatus_NoSlipSaka , cStatus_237 , cStatus_DemoControl ,
  cStatus_239 , cStatus_240 , cStatus_241 , cStatus_242 ,
  cStatus_243 , cStatus_DemoOnLandStop , cStatus_DemoAnmLoop , cStatus_IgnoreBgCross = 247 ,
  cStatus_NoBgCrossUpdate , cStatus_CheckBg , cStatus_250 , cStatus_ShadowkunCatch ,
  cStatus_252 , cStatus_253 , cStatus_254 , cStatus_ControlledMove ,
  cStatus_ControlledMoveReq , cStatus_258 = 258 , cStatus_SlideSlope , cStatus_DispOutPosYAdj ,
  cStatus_BgPointDataCarryRev , cStatus_RDash_DispPinch , cStatus_263 , cStatus_264 ,
  cStatus_265 , cStatus_NoEntryReactCc , cStatus_267 , cStatus_270 = 270 ,
  cStatus_280 = 280 , cStatus_282 = 282 , cStatus_BalloonChibiYoshiFly , cStatus_EndingDisableSound = 286 ,
  cStatus_LastBit = cStatus_EndingDisableSound , cStatus_BitNum , cStatus_MaxBitNum = (cStatus_BitNum + 31) / 32 * 32
}
enum  BgCross {
  cBgCross_IsFoot = 0 , cBgCross_IsHead , cBgCross_IsWall , cBgCross_IsWallPressL ,
  cBgCross_IsWallPressR , cBgCross_IsWallTouchL , cBgCross_IsWallTouchR , cBgCross_CarryRelatedL ,
  cBgCross_CarryRelatedR , cBgCross_CarryObjBgCarriedL , cBgCross_CarryObjBgCarriedR , cBgCross_WalkWallEnableL ,
  cBgCross_WalkWallEnableR , cBgCross_IsWaterPillarL , cBgCross_IsWaterPillarR , cBgCross_15 ,
  cBgCross_16 , cBgCross_17 , cBgCross_IsUnderwater , cBgCross_IsWater ,
  cBgCross_IsCompletelyUnderwater , cBgCross_IsWaterShallow , cBgCross_RDash_IsNonWaterLiquid = 22 , cBgCross_IsAirWater ,
  cBgCross_DispSideLimitL , cBgCross_DispSideLimitR , cBgCross_IsSnow , cBgCross_IsIce ,
  cBgCross_IsIceLowSlip , cBgCross_IsSlideSlope , cBgCross_OnSakaUnderRoof , cBgCross_IsWaterAttr ,
  cBgCross_32 , cBgCross_IsSand , cBgCross_IsSinkSand , cBgCross_IsSlightlyInsideSinkSand ,
  cBgCross_IsPartiallySubmergedInSinkSand , cBgCross_IsCompletelySubmergedInSinkSand , cBgCross_IsBeltConveyorL , cBgCross_IsBeltConveyorR ,
  cBgCross_IsChikuwa , cBgCross_IsChikuwaActor , cBgCross_OnHalf , cBgCross_OnRide ,
  cBgCross_IsHold , cBgCross_Slip , cBgCross_IsOnHDokan , cBgCross_47 ,
  cBgCross_IsSaka , cBgCross_IsLineSpinLift = 50 , cBgCross_IsBlockDRC , cBgCross_IsLiftZenStar ,
  cBgCross_IsFloorGyration , cBgCross_IsFunsui , cBgCross_IsKani , cBgCross_IsKani2 ,
  cBgCross_IsKani3 , cBgCross_IsPole , cBgCross_IsVine , cBgCross_60 ,
  cBgCross_61 , cBgCross_62 , cBgCross_63 , cBgCross_64 ,
  cBgCross_65 , cBgCross_66 , cBgCross_67 , cBgCross_68 ,
  cBgCross_69 , cBgCross_70 , cBgCross_71 , cBgCross_HitBgActorYuka = 73 ,
  cBgCross_74 , cBgCross_75 , cBgCross_76 , cBgCross_LastBit = cBgCross_76 ,
  cBgCross_BitNum , cBgCross_MaxBitNum = (cBgCross_BitNum + 31) / 32 * 32
}
enum  BgAttr {
  cBgAttr_Rock = 0 , cBgAttr_Snow , cBgAttr_Sand , cBgAttr_Ice ,
  cBgAttr_Dirt , cBgAttr_Water1 , cBgAttr_Cloud , cBgAttr_SandFunsui ,
  cBgAttr_Manta , cBgAttr_Beach , cBgAttr_Carpet , cBgAttr_Leaf ,
  cBgAttr_Wood , cBgAttr_Water2 , cBgAttr_Num
}
enum  DokanDir {
  cDokanDir_ButtonUp = 0 , cDokanDir_ButtonDown , cDokanDir_ButtonLeft , cDokanDir_ButtonRight ,
  cDokanDir_Num , cDokanDir_FaceUp = cDokanDir_ButtonDown , cDokanDir_FaceDown = cDokanDir_ButtonUp , cDokanDir_FaceLeft = cDokanDir_ButtonRight ,
  cDokanDir_FaceRight = cDokanDir_ButtonLeft
}
enum  DokanType { cDokanType_Invalid = 0 , cDokanType_Normal , cDokanType_Rail }
enum  JumpSe { cJumpSe_None = 0 , cJumpSe_Normal , cJumpSe_High }
enum  WalkAction { cWalkAction_Wait , cWalkAction_Move }
enum  HipAction {
  cHipAction_Ready = 0 , cHipAction_AttackStart , cHipAction_AttackFall , cHipAction_Ground ,
  cHipAction_StandNormal , cHipAction_StandNormalEnd , cHipAction_ToStoop , cHipAction_Num
}
enum  JumpAction { cJumpAction_TakeOff = 0 , cJumpAction_Air }
enum  PoleAction { cPoleAction_Start = 0 , cPoleAction_Wait , cPoleAction_Up , cPoleAction_Down }
enum  VineAction { cVineAction_Ivy = 0 , cVineAction_Net , cVineAction_Attack , cVineAction_Roll }
enum  CrouchAction { cCrouchAction_Ground = 0 , cCrouchAction_Water }
enum  SlipAction { cSlipAction_Move = 0 , cSlipAction_1 , cSlipAction_ToStoop , cSlipAction_ToEnd }
enum  CloudAction {
  cCloudAction_Idle = 0 , cCloudAction_Move , cCloudAction_Crouch , cCloudAction_CrouchEnd ,
  cCloudAction_FireCreate , cCloudAction_FireCreateEnd , cCloudAction_6 , cCloudAction_Throw ,
  cCloudAction_ThrowEnd
}
enum  SwimAction {
  cSwimAction_Swim = 0 , cSwimAction_Walk , cSwimAction_Penguin , cSwimAction_FireBall ,
  cSwimAction_SwimWithChibi , cSwimAction_SwimWithChibi_CantSpinMaybe
}
enum  JumpDaiAction { cJumpDaiAction_0 = 0 , cJumpDaiAction_1 }
enum  PlayerJumpDaiAction { cPlayerJumpDaiAction_0 = 0 , cPlayerJumpDaiAction_1 }
enum  FireAction { cFireAction_0 = 0 , cFireAction_1 }
enum  ThrowAction { cThrowAction_0 = 0 , cThrowAction_1 , cThrowAction_2 }
enum  WallSlideAction { cWallSlideAction_Normal = 0 , cWallSlideAction_MusasabiSlide }
enum  CarryPlayerAction {
  cCarryPlayerAction_Move = 0 , cCarryPlayerAction_Crouch , cCarryPlayerAction_2 , cCarryPlayerAction_Fire ,
  cCarryPlayerAction_FireEnd
}
enum  FlyDamageAction {
  cFlyDamageAction_0 = 0 , cFlyDamageAction_1 , cFlyDamageAction_2 , cFlyDamageAction_3 ,
  cFlyDamageAction_4 , cFlyDamageAction_5 , cFlyDamageAction_6
}
enum  BalloonAction {
  cBalloonAction_0 = 0 , cBalloonAction_1 , cBalloonAction_2 , cBalloonAction_3 ,
  cBalloonAction_4 , cBalloonAction_5 , cBalloonAction_6
}
enum  CannonJumpAction { cCannonJumpAction_0 = 0 , cCannonJumpAction_1 , cCannonJumpAction_2 }
enum  PropelAction { cPropelAction_BigFly = 0 , cPropelAction_Fly , cPropelAction_Fall }
enum  SpinHipAttackAction { cSpinHipAttackAction_Fall = 0 , cSpinHipAttackAction_Land }
enum  PenguinSlideAction { cPenguinSlideAction_Move , cPenguinSlideAction_1 , cPenguinSlideAction_ToCrouch , cPenguinSlideAction_StandUp }
enum  BalloonChibiYoshiAction { cBalloonChibiYoshiAction_Fly = 0 , cBalloonChibiYoshiAction_FallMaybe , cBalloonChibiYoshiAction_PreFallIdk }
enum  TarzanRopeAction {
  cTarzanRopeAction_Start = 0 , cTarzanRopeAction_Wait , cTarzanRopeAction_Up , cTarzanRopeAction_Down ,
  cTarzanRopeAction_HasigoMove , cTarzanRopeAction_HasigoHangDown , cTarzanRopeAction_HasigoHangUp
}
enum  KaniAction {
  cKaniAction_Walk = 0 , cKaniAction_HangInit , cKaniAction_JumpHangInit , cKaniAction_Hang ,
  cKaniAction_HangFall , cKaniAction_HangUp , cKaniAction_HangUpVine
}
enum  HangAction { cHangAction_Start = 0 , cHangAction_Wait , cHangAction_Move }
enum  AnimePlayAction {
  cAnimePlayAction_Start = 0 , cAnimePlayAction_End = 5 , cAnimePlayAction_Glad_KimeStart = cAnimePlayAction_Start + 1 , cAnimePlayAction_Glad_PutOnCap ,
  cAnimePlayAction_Glad_KimeWait , cAnimePlayAction_Glad_Wait , cAnimePlayAction_Glad_Num , cAnimePlayAction_BossAttention_Turn = cAnimePlayAction_Start + 1 ,
  cAnimePlayAction_BossAttention_Num , cAnimePlayAction_BossKeyGet_Cheer = cAnimePlayAction_Start + 1 , cAnimePlayAction_BossKeyGet_Num , cAnimePlayAction_TitleSlip_Move = cAnimePlayAction_Start + 1 ,
  cAnimePlayAction_TitleSlip_Num
}
enum  FunsuiAction { cFunsuiAction_Ascend = 0 , cFunsuiAction_Release }
enum  BalloonChibiYoshiFlyAction { cBalloonChibiYoshiFlyAction_Fly = 0 , cBalloonChibiYoshiFlyAction_Fall , cBalloonChibiYoshiFlyAction_FlyForceFall }
enum  DemoNextGotoBlockAction { cDemoNextGotoBlockAction_Walk = 0 , cDemoNextGotoBlockAction_SceneChange }
enum  DemoStartWaitAction { cDemoStartWaitAction_Wait = 0 , cDemoStartWaitAction_Move }
enum  DemoWaitAction { cDemoWaitAction_WaitTurn = 0 , cDemoWaitAction_Move , cDemoWaitAction_WaitSingle }
enum  DemoOutDokanAction { cDemoOutDokanAction_MoveSubAxis = 0 , cDemoOutDokanAction_MoveMainAxis , cDemoOutDokanAction_End }
enum  DemoInDokanAction {
  cDemoInDokanAction_CheckTurn = 0 , cDemoInDokanAction_WaitNextTurn , cDemoInDokanAction_Move , cDemoInDokanAction_WaitNextTurn_UnderwaterKoopaJrDemo ,
  cDemoInDokanAction_End
}
enum  DemoGoalAction {
  cDemoGoalAction_Pole = 0 , cDemoGoalAction_MultiJump , cDemoGoalAction_Wait , cDemoGoalAction_KimePose ,
  cDemoGoalAction_RideOffJump , cDemoGoalAction_Run , cDemoGoalAction_PreRun , cDemoGoalAction_Item
}
enum  DemoControlSubAction {
  cDemoControlSubAction_Wait = 0 , cDemoControlSubAction_Walk , cDemoControlSubAction_Anm , cDemoControlSubAction_AnmSeq ,
  cDemoControlSubAction_4
}
enum  FunsuiType { cFunsuiType_Sand = 0 , cFunsuiType_Water , cFunsuiType_Num }
enum  DemoType {
  cDemoType_1 = 1 , cDemoType_3 = 3 , cDemoType_4 , cDemoType_5 ,
  cDemoType_ShadowkunCatch
}
enum  AnmBlend { cAnmBlend_Disable = 0 , cAnmBlend_Enable }
enum  StarSet { cStarSet_Virus = 0 , cStarSet_CustomTime , cStarSet_Default }
enum  BounceType { cBounceType_Normal = 0 , cBounceType_1 , cBounceType_2 }
enum  ReductionMode { cReductionMode_None = 0 , cReductionMode_JumpDai , cReductionMode_2 , cReductionMode_Boyon }
enum  NextGotoBlockDelay { cNextGotoBlockDelay_None = 0 , cNextGotoBlockDelay_Normal , cNextGotoBlockDelay_Short }
enum  CheckBgDokanInUDRes { cCheckBgDokanInUDRes_Clear = 0 , cCheckBgDokanInUDRes_ClearMame , cCheckBgDokanInUDRes_Blocked }
enum  AnimePlayType {
  cAnimePlayType_Normal = 0 , cAnimePlayType_BossSetUp , cAnimePlayType_BossGlad , cAnimePlayType_BossAttention ,
  cAnimePlayType_BossKeyGet , cAnimePlayType_LastBoss2Glad , cAnimePlayType_LastBoss1Glad , cAnimePlayType_TitleSlip ,
  cAnimePlayType_EndingGlad , cAnimePlayType_EndingGladWait , cAnimePlayType_TottenItem
}
enum  ClearType { cClearType_Normal = 0 , cClearType_Boss , cClearType_Fanfare , cClearType_LastBoss }
enum  SakaUpDown { cSakaUpDown_Downhill = 0 , cSakaUpDown_Uphill , cSakaUpDown_Num }
enum  PowerChangeType { cPowerChangeType_Normal = 0 , cPowerChangeType_Ice , cPowerChangeType_Snow , cPowerChangeType_Num }
enum  StartSoundType { cStartSoundType_Normal = 0 , cStartSoundType_DisableInEnding }
Public Types inherited from Actor
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

 PlayerBase (const ActorCreateParam &param)
virtual ~PlayerBase ()
ActorBgCollisionCheckgetBgCheck () override
void setDrawTypeInDistantView ()
void resetDrawType ()
bool isKinopio () const
bool isTotten () const
bool isMameAction ()
sead::Vector3fgetHeadTopPosP ()
sead::Vector3fgetHeadPosP ()
const sead::Vector3fgetLookatPos () const
virtual void executeMain ()=0
virtual void executeLastPlayer ()=0
virtual void executeLastAll ()=0
virtual void setPlayerMode (PlayerMode mode, bool temporary)
virtual void setPlayerModeImpl (PlayerMode mode, bool temporary)=0
virtual bool isEnableRDashLuigiPhysics () const
PlayerTallType getTallType ()
virtual PlayerTallType getTallType (PlayerMode mode)=0
virtual void getMaskPos (sead::Vector3f &pos)=0
virtual void getMaskCaveCheckPos (sead::Vector3f *pos, f32 *y_offset)=0
virtual bool vf154 ()
void setMaskPosInterpType (s32 src_type)
void calcMaskPos ()
void dokanAdjustMaskPos (sead::Vector3f &mask_pos)
bool checkRideActor (PlayerBase *player_other)
void setRideNat (f32 value)
void updateRideNat ()
void onFollowMameKuribo ()
void clearFollowMameKuribo ()
s32 getFollowMameKuribo ()
s32 getFollowMameKuriboSpeedType ()
f32 getFollowMameKuriboSpeedScaleX ()
f32 getFollowMameKuriboSpeedScaleY ()
BgAttr getFootBgAttr (BgUnitCode::Attr attr)
void postBgCrossBase ()
bool checkLedge ()
bool vsPlayerCarryPush ()
void setBcSensorFlagsBase ()
void bgCheck (bool side_view_check)
void clearBgAndSakaAngle ()
void clearBgCheckInfo ()
void clearBgSpeed ()
bool checkOnHDokan (const u64 &bc_data)
bool checkSinkSand ()
bool isOnSinkSand ()
bool checkBgWall (DirType dir)
f32 getWaterCheckPosY ()
f32 getWaterOffsetY ()
void checkWater ()
virtual const PlayerBgPointHIOgetBgPointData ()=0
const ActorBgCollisionCheck::SensorgetHeadBgPointData ()
const ActorBgCollisionCheck::SensorgetWallBgPointData ()
const ActorBgCollisionCheck::SensorgetFootBgPointData ()
virtual f32 getStandHeadBgPointY ()=0
bool isSlipSaka ()
virtual void checkBgCrossSub ()=0
virtual void postBgCross ()=0
bool checkBGCrossWall (DirType dir)
bool checkOldBgCrossFoot (s32 frame_cnt)
virtual void clearJumpActionInfo ()=0
void setJumpSandSinkRate ()
Angle getSakaAngle (DirType dir)
Angle getSakaAngleBySpeed (f32 speed_F)
SakaUpDown getSakaUpDown (DirType dir)
Angle getSakaAngle ()
Angle getSakaAngleBySpeed ()
SakaUpDown getSakaUpDown ()
void checkDamageBg ()
bool setBgDamage ()
void calcNoHitObjBgTimer ()
void checkSideViewLemit ()
void revSideLimitCommon (f32 x)
void calcSideLimitMultL (f32 x)
void calcSideLimitMultR (f32 x)
void setLandSakaJumpSpeedF ()
bool isRideMove ()
void setNoHitObjBg (Actor *no_hit_obj, s32 time)
void setJumpAddSpeedF (f32 f)
void setAddLiftSpeedF ()
virtual void initCollision (const ActorCollisionCheck::CollisionData &cc_data_react, const ActorCollisionCheck::CollisionData &cc_data_attack)
virtual void releaseCcData ()
virtual void clearCcData ()
bool entryCollision ()
virtual bool vf19C ()=0
void setCcAt (const ActorCollisionCheck::Vec2 &center_offset, const ActorCollisionCheck::Vec2 &half_size, const ActorCollisionCheck::Attack &attack)
void setCcAtBody (const ActorCollisionCheck::Attack &attack)
void setCcAtSlip ()
void setCcAtPenguinSlip ()
void setCcAtHipAttack ()
void setCcAtCannon ()
void setCcAtStar ()
bool isActionRevisionY ()
void setCcPlayerRevY (ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other, f32 scale, ActorCollisionCheck::Kind kind)
void setCcPlayerRevParam (f32 param)
void clearCcPlayerRev ()
bool calcCcPlayerRev (f32 *)
void setNoHitPlayer (const PlayerBase *player_other, s32 time)
void updateNoHitPlayer ()
const PlayerBasegetNoHitPlayer ()
bool isEnableStamp (ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
bool isEnableStampPlayerJump (ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)
void setStampReduction (PlayerBase *player_other)
void setReductionScale ()
void setStampPlayerJump (bool allow_high_jump, f32 rev_y)
virtual void initStampReduction ()
virtual void calcJumpDaiReductionScale (s32 t, s32 max_t)
virtual void setReductionBoyon ()
void setStomped ()
virtual bool getHeadTopPos (sead::Vector3f &pos)
void calcReductionScale ()
void getReductionModelScale (sead::Vector3f *scale)
void dispPinchRequestRDash ()
void initDispSideLemit ()
void checkDispOver ()
void checkDisplayOutDead ()
virtual void upperOverCheck ()
bool isLenientOutCheck ()
void setFallDownDemoBase ()
virtual void setFallDownDemo ()=0
bool checkDispOutLR ()
bool checkBalloonInDispOutLR ()
virtual bool setBalloonInDispOut (s32)=0
virtual bool setBalloonDispOut ()=0
bool checkStandUpRoof ()
bool isBgPress (Actor *actor)
bool setPressBgDamageBase (DamageType type)
bool checkPressBg ()
virtual void setCreate (const sead::Vector3f &pos, NextGotoType next_goto_type, DirType dir)
virtual void reset ()
void resetBg ()
void setPosAndDir (const sead::Vector3f &pos, DirType dir)
void stopCreateOther ()
void executeDemoCreate ()
virtual void initialNormal (NextGotoType next_goto_type)
virtual void initialDoor (NextGotoType next_goto_type)
virtual void initialDokan (NextGotoType next_goto_type)
virtual void initialFall (NextGotoType next_goto_type)
virtual void initialHipAttack (NextGotoType next_goto_type)
virtual void initialSlip (NextGotoType next_goto_type)
virtual void initialJump (NextGotoType next_goto_type)
virtual void initialVine (NextGotoType next_goto_type)
virtual void initialShiroBoss (NextGotoType next_goto_type)
virtual void initialFinalBoss (NextGotoType next_goto_type)
virtual void initialUnk10 (NextGotoType next_goto_type)
virtual void initialUnk27 (NextGotoType next_goto_type)
virtual void initialBoxingKoopaJr (NextGotoType next_goto_type)
virtual void initialTitle (NextGotoType next_goto_type)
void changeDemoState (const StateID &state_id, s32 param)
bool executeDemoState ()
bool isDemoState (const StateID &state_id) const
bool isOldDemoState (const StateID &state_id) const
virtual void initializeDemoControl (bool carry_chibi_yoshi=true)=0
void setControlDemoPos (const sead::Vector3f &pos)
void setControlDemoDir (DirType dir)
void setControlDemoWait ()
bool isControlDemoWait ()
void setControlDemoWalk (f32 target_pos_x, f32 speed)
bool isControlDemoWalk ()
void setControlDemoAnm (s32 anm_id, bool loop)
bool isControlDemoAnm (s32 anm_id)
void setControlDemoAnmSeq (AnimePlayType type)
bool isControlDemoAnmSeq (AnimePlayType type)
bool isDemoLand ()
bool isBossDemoLand ()
bool isEnemyStageClearDemoLand ()
bool isEnableControlDemoKoopaSwitch ()
bool startControlDemoKoopaSwitch ()
bool startControlDemo (bool status)
void endControlDemo ()
void checkDemoControl ()
void setEnemyStageClearDemo (const Actor &box)
bool isUnkDemoLand ()
virtual void onDemoType (DemoType type)
virtual void offDemoType (DemoType type)
virtual void offDemoMode ()
virtual bool isDemoMode () const
virtual bool isDemoType (DemoType type)
bool isDemoAll ()
bool isDemo ()
void onDemo ()
void offDemo ()
void setShadowkunCatchDemo ()
bool isDisableDokanInDemo ()
bool isDisableGoalDemo ()
bool isDemo3Any ()
bool isDemo5Any ()
void setFaderPos (const sead::Vector3f &pos)
void changeNextScene (s32)
bool isSceneChangeWaitDone ()
bool isDispOutCheckOn ()
void changeNormalAction ()
bool setNextGotoBlockDemo (s32 dst_next_goto_no, s32 wait_timer, NextGotoBlockDelay delay, bool unk_rdash=false)
virtual bool isChange ()=0
virtual bool vf4F4 ()
virtual bool setTimeOverDemo ()=0
virtual bool vf504 ()=0
void setDemoGoalMode (s32 demo_action, s32 demo_sub_action)
bool isEnableGoal ()
bool isEnableGoalCollision ()
s32 calcGoalBonusCoinNum ()
bool isGoalRingLand ()
void setDemoGoalBase (const sead::Vector2f &pos, f32 walk_target_pos_x, bool secret_exit)
virtual void setDemoGoal (const sead::Vector2f &pos, f32 walk_target_pos_x, bool secret_exit)=0
virtual bool setHideNotGoalPlayer ()=0
virtual bool vf51C (u32)=0
virtual bool setDoorDemo (Actor *, u32)=0
virtual void setGoalPoleCatchVoice ()=0
virtual void vf534 ()
bool setHideNotGoalPlayerBase ()
void startKimePoseVoice (ClearType clear_type)
bool vf51C_Base (u32)
f32 getDemoGoalLandPos ()
s32 calcGoalLandNumFrame (f32 pos, f32 land_pos, f32 jump_speed)
void initGoalMultiJump ()
bool calcGoalJump ()
void executeDemoGoal_Pole ()
void executeDemoGoal_MultiJump ()
void executeDemoGoal_Wait ()
void executeDemoGoal_KimePose ()
virtual void executeDemoGoal_RideOffJump ()=0
virtual void executeDemoGoal_Run ()=0
virtual void executeDemoGoal_PreRun ()=0
virtual void executeDemoGoal_Item ()=0
void initDemoKimePose ()
virtual bool updateDemoKimePose (ClearType clear_type)=0
virtual void finDemoKimePose ()=0
void stopOutDokanOther ()
bool demo_dokan_move_x (f32 step, f32 threshold)
bool demo_dokan_move_y (f32 step, f32 offset)
void setDokanSE ()
f32 getWaterDokanCenterOffset (f32 pos_y)
void calcDokanMoveDiff (sead::Vector2f *diff=nullptr)
bool dokanMoveOut ()
void setObjDokanIn (ActorBoxBgCollision *bg_collision, const sead::Vector3f &pos, s32 dst_next_goto_no, DokanDir dir)
CheckBgDokanInUDRes checkBgDokanInUD (sead::Vector3f *pos, DokanDir dir)
void getDokanInLRWallBgPointData (ActorBgCollisionCheck::Sensor *sensor)
bool checkButtonDokanIn (DokanDir dir)
bool isEnableDokanInStatusBase ()
virtual bool isEnableDokanInStatus ()=0
virtual bool isEnableMameDokanIn ()=0
virtual bool setDokanIn (DokanDir dir)
bool checkBgDokanIn (sead::Vector3f *pos, s32 *dst_next_goto_no, DokanDir dir)
void setDokanInPos (sead::Vector3f pos, DokanDir dir)
bool setDemoOutDokanAction (s32 dst_next_goto_no, DokanDir dir)
bool setDokanInNextGoto (s32 dst_next_goto_no)
virtual f32 vf584 ()=0
virtual void getDokanWallBgPointData (ActorBgCollisionCheck::Sensor *sensor)=0
virtual void setDokanWaitAnm (bool move_in)
void initDemoOutDokanBase ()
virtual void initDemoOutDokan ()=0
void endDemoOutDokan ()
void initDemoOutDokanUD (DokanDir dir)
void executeDemoOutDokanUD ()
void initDemoOutDokanLR (DokanDir dir)
void executeDemoOutDokanLR ()
void initDemoOutDokanRoll ()
virtual bool setOutDokanAngle ()=0
void initDemoInDokanBase (DokanDir dir)
virtual void initDemoInDokan (DokanDir dir)=0
void endDemoInDokan ()
void initDemoInDokanLR (DokanDir dir)
void executeDemoInDokan ()
f32 getDokanCannonMoveXStep () const
f32 getDokanCannonMoveXThreshold () const
f32 getDokanCannonMoveYStep () const
f32 getDokanWaitAnmFixFrame () const
virtual void vf5B4 ()
virtual bool bouncePlayer1 (f32 speed_y, f32 speed_F, bool enable_LR, BounceType bounce_type, JumpSe jump_se_type)=0
virtual bool bouncePlayer2 (f32 speed_y, f32 speed_F, bool enable_LR, BounceType bounce_type, JumpSe jump_se_type)=0
bool setWaitJumpAction ()
void executeState ()
void changeState (const StateID &state_id, s32 param)
void changeState (const StateID &state_id, const JumpInf &jmp_inf)
void changeStateImpl (const StateID &state_id, s32 param, const JumpInf *jmp_inf)
bool isState (const StateID &state_id) const
bool isOldState (const StateID &state_id) const
virtual bool checkWalkNextAction ()=0
virtual void setWaitActionAnm (AnmBlend blend)=0
virtual void setWalkActionAnm (AnmBlend blend)=0
virtual void walkActionInit_Wait (AnmBlend blend)=0
void walkAction_SetAnm (AnmBlend blend)
void walkAction_Move ()
void calcSpeedOnIceLift ()
void calcAccOnIceLift ()
bool checkTurn ()
void setTurnEnd ()
virtual bool isWaitFrameCountMax ()
virtual void setSlipAction ()=0
bool checkSlip ()
bool checkCrouchSlip ()
bool checkSlipEndKey ()
f32 getSlipMaxSpeedF ()
void changeActionSlipEnd (AnmBlend blend)
void forceSlipToStoop ()
void setSlipAction_ToStoop ()
bool setSlipAction_ToEnd (AnmBlend blend=cAnmBlend_Enable)
void setSlipActionEnd ()
void setSlipActionViewLimitEnd ()
bool checkSakaReverse ()
void slipActionMove (bool turned)
virtual bool checkSlipMoveEnd ()=0
void setSlipEffect ()
virtual bool setHipAttackOnEnemy (const sead::Vector3f &target_pos)=0
virtual void setHipBlockBreak ()=0
void setHipAttack_AttackStartBase ()
virtual void setHipAttack_AttackStart ()=0
void setHipAttack_AttackFall ()
void setHipAttack_StandNormal ()
void setHipAttack_StandNormalEndBase ()
virtual void setHipAttack_StandNormalEnd ()=0
void setHipAttack_ToStoop ()
void HipAction_Ready ()
void HipAction_AttackStart ()
void HipAction_AttackFall ()
void HipAction_Ground ()
void HipAction_StandNormal ()
void HipAction_StandNormalEnd ()
void HipAction_ToStoop ()
void setHipAttackSE ()
void setHipAttackOnEnemyBase (const sead::Vector3f &target_pos)
void updateHipAttackOnEnemy ()
void updateHipDropExEffect ()
virtual bool checkCrouch ()=0
void setCrouchActionAnm ()
void setCrouchWallSpeed ()
void setCrouchSmokeEffect ()
virtual bool setCancelCrouch ()
virtual bool setCrouchJump ()
bool checkSitJumpRoof ()
virtual bool setHipAttackToKaniHangAction ()=0
virtual bool vf7F4 (ActorCollisionCheck *cc_self, ActorCollisionCheck *cc_other)=0
bool setFunsui (FunsuiType type)
bool updateFunsuiPos (f32 x, f32 y)
bool releaseFunsui (f32 speed_y)
virtual void releaseFunsuiAction ()=0
bool setCloudOn (Actor *cloud_actor)
void cancelCloudOn ()
virtual f32 getCloudOffsetY ()=0
void getCloudPos (sead::Vector3f &pos)
bool updateCloudMove ()
ActorgetCloud ()
virtual void throwCarryActor ()
Angle addCalcAngleY (const Angle &target, f32 rate)
Angle addCalcAngleY (Angle target, s32 num_frame)
bool turnAngle ()
bool turnBesideAngle (DirType dir)
bool turnBesideAngle ()
Angle getMukiAngle (DirType dir)
Angle getMukiAngle ()
Angle getBesideMukiAngle (DirType dir)
Angle getBesideMukiAngle ()
void DemoAnmNormal ()
void DemoAnmBossSetUp ()
void DemoAnmBossGlad ()
void DemoAnmBossAttention ()
void DemoAnmBossKeyGet ()
void DemoAnmLastBoss2Glad ()
void DemoAnmLastBoss1Glad ()
void DemoAnmTitleSlip ()
void DemoAnmEndingGlad ()
void DemoAnmEndingGladWait ()
virtual void DemoAnmTottenItem ()
void coinJumpOnStampCB (s32 coin_num)
void coinFunsuiOnDamageCB (s32 type, Actor *eat_die_actor)
virtual void calcTimerProc ()
virtual void startQuakeShock (Quake::ShockType shock_type)
virtual void startPatternRumble (const char *pattern)
virtual bool isCarry ()
virtual bool isLiftUp ()
virtual bool isCarryMamePlayer ()
virtual bool isLiftUpExceptMame ()
virtual void setZPosition ()=0
virtual void setZPosition (f32 z)=0
virtual void setZPositionDirect (f32 z)=0
virtual void offZPosSetNone ()=0
PlayerModelBasegetModel ()
const PlayerModelBasegetModel () const
void getAnkleCenterPos (sead::Vector3f *pos)
virtual bool isFaceRot ()
virtual const PlayerGravityHIOgetGravityData ()
ActorBgCollisionCheck::SakaType getSakaType (DirType dir)
f32 getSakaMaxSpeedRatio (DirType dir)
f32 getSakaStopAccele (DirType dir)
f32 getSakaMoveAccele (DirType dir)
f32 getIceSakaSlipOffSpeed ()
virtual void maxFallSpeedSet ()
void gravitySet ()
void moveSpeedSet ()
void simpleMoveSpeedSet ()
void powerSet ()
void grandPowerSet ()
void slipPowerSet ()
void normalPowerSet ()
void slipPowerSet (bool slip)
void airPowerSet ()
void setJumpGravity ()
void setNormalJumpGravity ()
void setButtonJumpGravity ()
void setUnkJumpGravity ()
void setJumpGravity (const f32 *thresholds, const f32 *gravities)
bool setSandMoveSpeed ()
PowerChangeType getPowerChangeType (bool penguin_slide=false)
void icePowerChange (bool slip)
PlayerSpeedHIOgetSpeedData () const
void getPowerData (PlayerPowerData &out_data)
void getPowerTurnData (PlayerPowerTurnData &out_data)
void setHopAirDrift ()
f32 getThrowSpeed ()
f32 getThrowLoopPosX (f32 x)
void calcPlayerSpeedXY ()
void posMoveAnglePlayer (const sead::Vector3f &speed)
void posMoveAnglePenguin (const sead::Vector3f &speed)
void initAirDriftSpeedF (f32 start_val, f32 len_frames)
void calcAirDriftSpeedF ()
bool setJump (u8, JumpSe jump_se_type)
bool setDelayHelpJump ()
bool checkJumpTrigger ()
virtual void setFallAction ()=0
bool setWaitJump ()
void setJumpSpeed ()
f32 getJumpSpeedBase ()
virtual f32 getJumpSpeed ()=0
virtual f32 getMoveJumpSpeed ()=0
virtual void setJumpSound (JumpSe jump_se_type)=0
virtual void vf8AC (bool)=0
bool setJumpDaiRide ()
bool setPlayerJumpDai (PlayerBase *player_other)
PlayerBasegetPlayerJumpDai ()
void setPlayerJumoDaiPos ()
virtual bool isNoDamage ()=0
virtual bool isNoDamagePlayer ()=0
virtual bool setNormalDamage (ActorCollisionCheck *cc)=0
virtual bool setDamage (Actor *actor, DamageType type)=0
virtual bool setForcedDamage (Actor *actor, DamageType type)=0
virtual bool setFlyDamage (DamageType type, DirType dir, bool, bool, f32 speed_F, f32 speed_y)=0
virtual bool setDamage2 (Actor *actor, DamageType type)=0
virtual bool setPressBgDamage (DamageType type, bool)=0
bool isFlyDamageType (DamageType type)
void setYoganDamageEffect ()
void setPoisonDamageEffect ()
void clearTreadCount ()
s8 getTreadCount () const
s8 calcTreadCount (s32 max)
void clearComboCount ()
s8 getComboCount () const
s8 calcComboCount (s32 max)
virtual void clearStarCount ()=0
virtual s8 getStarCount () const =0
virtual s8 calcStarCount (s32 max)=0
virtual void setStar (StarSet set_type=cStarSet_Default, s32 time=0)=0
virtual bool isStar () const =0
virtual void endStar ()=0
virtual void setVirusStar (PlayerBase *other)=0
virtual void resetLight ()
virtual EffectID getHipDropEffectID ()=0
virtual EffectID getHipDropExEffectID ()=0
virtual EffectID getHipDropSurfaceEffectID ()=0
virtual EffectID getHipDropBlurEffectID ()=0
virtual EffectID getSlipSmokeEffectID ()=0
virtual EffectID getTurnBrakeEffectID ()=0
virtual EffectID getTurnBrakeSmokeEffectID ()=0
virtual EffectID getRunSmokeEffectID ()=0
virtual EffectID getDashSmokeEffectID ()=0
virtual EffectID getLandingSmokeEffectID ()=0
virtual EffectID getWaterSplashEffectID (bool big)=0
virtual EffectID getWaterSplashSEffectID ()=0
virtual EffectID getPoisonSplashEffectID (bool big)=0
virtual EffectID getLavaSplashEffectID (bool big)=0
virtual EffectID getLavaWaveSplashEffectID (bool big)=0
void setHipAttackEffect ()
bool updateHipAttackEffect ()
void setHipAttackDropEffect ()
void setSlipSmokeEffect ()
void setBrakeSmokeEffect ()
virtual void setTurnSmokeEffect (bool with_brake)
void fadeOutTurnEffect ()
void setRunFootEffect ()
void setLandSmokeEffectLight ()
void setStartJumpEffect (bool with_smoke)
void setLandJumpEffect ()
void endWaterFunsuiEffect ()
void updateWaterFunsuiEffect ()
void setWaterInEffect (const sead::Vector3f &pos, bool deep)
void setWaterOutEffect (const sead::Vector3f &pos, bool deep)
void updateWaterEffect ()
void setHipDropExEffect ()
void setSandEffect ()
void setVsPlHipAttackEffect ()
bool isDisableSound (StartSoundType type)
void startSound (const char *label, StartSoundType type=cStartSoundType_Normal)
void startSound (const char *label, s16 seq_var, StartSoundType type=cStartSoundType_Normal)
void holdSound (const char *label, StartSoundType type=cStartSoundType_Normal)
void holdSound (const char *label, s16 seq_var, StartSoundType type=cStartSoundType_Normal)
void startVoiceSound (PlayerVoiceID voice_id, StartSoundType type=cStartSoundType_Normal)
void setItemCompleteVoice ()
void setHitBlockSE ()
void startFootSoundPlayer (const char *label)
void setFootSound ()
void setFootSE (BgAttr attr)
void setLandSE ()
void setSlipSE ()
void setTurnSE ()
void changeSubjectState (const StateID &state_id)
void executeSubjectState ()
bool isSubjectState (const StateID &state_id) const
bool isOldSubjectState (const StateID &state_id) const
void setSubjectClearCourseOut ()
bool isSubjectDone ()
void subjectClearRequest ()
void trySetSubjectCoinClear ()
void setDownFinishSubjectCoin ()
void setDownFinishSubject ()
bool setFumiSubjectCoinEndClear ()
virtual void setSubjectCoinTimeUp ()=0
virtual void setSubjectClear ()=0
virtual void setSubjectFail ()=0
virtual void setShadowFail ()=0
void calcHeadAttentionAngle ()
const PlayerKeygetPlayerKey () const
void onStatus (s32 bit)
void offStatus (s32 bit)
bool isStatus (s32 bit)
void onNowBgCross (s32 bit)
void offNowBgCross (s32 bit)
bool isNowBgCross (s32 bit)
void onOldBgCross (s32 bit)
void offOldBgCross (s32 bit)
bool isOldBgCross (s32 bit)
PlayerMode getPlayerMode () const
Public Member Functions inherited from Actor
virtual void setPlayerNo (s8 id)
s8 getPlayerNo () const
virtual void removeCollisionCheck ()
virtual void reviveCollisionCheck ()
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.

Static Public Attributes

static const f32 cFireShootFrame
static const s32 cOldBgCrossFootNum = 10
static const f32 cDirSpeed [cDirType_NumX]
static const f32 cJumpSpeed
static const f32 cUnkZero
static const f32 cWaterNumaJumpSpeed
static const f32 cMaxFallSpeed
static const f32 cMaxFallSpeed_Foot
static const f32 cTurnPowerUpRate
static const f32 cWaterCancelCrouchAnmSpeed
static const s32 cAddCalcAngleYFrameNum_Default = 10
static const s32 cAddCalcAngleYFrameNum_DemoOutDoor = 5

Protected Member Functions

Result create () override
 Main initialization/setup callback for the actor.
bool preExecute () override
 Callback invoked before the execute operation.
bool execute () override
 Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
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.
void blockHitInit_ () override
Protected Member Functions inherited from Actor
 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.
virtual bool drawCullCheck_ ()
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 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

s32 mExecuteFreezeTimer
PlayerModelBaseMgrmModelBaseMgr
sead::Vector3f _284
s32 mMaskPosInterpSrcType
s32 mMaskPosInterpTimer
sead::Vector3f mMaskPos
s32 _2a4
PlayerKey mPlayerKey
GameAudio::AudioObjctPly mAudioObj
AttentionLookat mAttentionLookat
Bitfield< cStatus_MaxBitNummStatus
f32 mHeight
u32 _4b8
sead::Vector3f mFrameEndPosDelta
sead::Vector3f _4c8
PlayerSpeedHIOmSpeedData_Normal
PlayerSpeedHIOmSpeedData_Star
const PlayerGravityHIOmGravityData
s32 mNoGravityTimer
f32 _4e4
bool _4e8
sead::Vector3f mNextFrameSpeed
u8 mPriority
s8 mTreadCnt
s8 mPlComboCnt
PlayerCharacter mCharacter
PlayerMode mMode
ActorBgCollisionPlayerCheck mBgCheckPlayer
ActorBgCollisionCheck::Sensor mBcSensorHead
ActorBgCollisionCheck::Sensor mBcSensorFoot
ActorBgCollisionCheck::Sensor mBcSensorWall
Bitfield< cBgCross_MaxBitNummNowBgCross
Bitfield< cBgCross_MaxBitNummOldBgCross
sead::SafeArray< BOOL, cOldBgCrossFootNummOldBgCrossFoot
f32 _1b0c
f32 mKaniPosY
ActorBgCollisionCheck::SakaType mSakaType
Angle mSpeedSakaAngle
Angle mSpeedSakaAnglePrev
Angle mBaseSakaAngle
Angle mBaseSakaAnglePrev
sead::Vector3f _1b28
BgAttr mBgAttr
Angle mWallAngle
f32 mWaterSurfacePosY
f32 mWaterSurfacePosYPrev
WaterType mWaterType
s32 mWaterDepthType
sead::Vector3f mAirWaterHitPos
Angle mAirWaterHitAngle
f32 mSinkSandSurfacePosY
sead::Vector2f mBgSpeed
sead::Vector2f mBgSpeedPrev
f32 mSandSinkRate
f32 mDispSideLimitPad
bool mIsBgDamageEnable
BgUnitCode::TypeInfo_Damage mDamageBgTypeInfo
sead::FixedRingBuffer< ActorUniqueID, 2 > mBgPressIDBuffer
ActorUniqueID mLineSpinLiftID
u32 _1b9c
s32 mNoHitObjBgTimer
f32 mAirDriftSpeedFStart
f32 mAirDriftSpeedF
f32 mAirDriftSpeedFDecelStep
f32 mAddBgSpeedF
s32 mJumpAddSpeedHoldTimer
ActorCollisionCheck mCollisionCheck2_React
ActorCollisionCheck mCollisionCheck3_React
ActorCollisionCheck mCollisionCheck4_Attack
ActorCollisionCheck mCollisionCheck5_Attack
PlayerDrcTouchCB mDrcTouchCallback
s32 mInvincibilityTimer
s32 _2060
s32 _2064
s32 _2068
s32 _206c
s32 _2070
f32 mCcPlayerRevSpeedFScale
f32 mCcPlayerRevSpeedFStart
f32 mCcPlayerRevSpeedF
f32 _2080
bool _2084
bool _2085
s32 mNoHitPlayerTimer
ActorUniqueID mNoHitPlayerID
ReductionMode mReductionMode
u32 mReductionStep
f32 mReductionScale
s32 mReductionSimpleMoveTimer
s32 mNoStampPlayerJumpTimer
sead::SafeArray< u32, cDirType_NumX_20a4
sead::SafeArray< f32, cDirType_NumX_20ac
FStateMgr< PlayerBasemDemoStateMgr
s32 mChangeDemoStateParam
sead::BitFlag32 mDemoTypeFlag
s32 mDemoAction
s32 mDemoSubAction
s32 mDemoActionTimer
s32 _20ec
ActorUniqueID mPlayerJumpDaiID
s32 mDstNextGotoID
NextGotoType mNextGotoType
NextGotoBlockDelay mNextGotoDelay
sead::Vector2f _2100
sead::Vector2f _2108
sead::Vector3f mFaderPos
bool mIsLastPlayer
f32 mGoalPoleHeight
f32 mGoalBaseLandPos
s32 mGoalDemoNo
s32 mGoalDemoOrder
f32 mGoalBasePosY
s32 mGoalYoshiSpitOutTimer
s32 mGoalLandTimer
sead::Vector3f mGoalLandPos
u32 _2148
s32 _214c
DokanDir mDokanDir
sead::Vector3f mDokanPos
sead::Vector3f mDokanFaderPos
sead::Vector2f mDokanPosMoveDelta
DokanType mDokanType
f32 mDokanMoveYOffset
f32 mDokanMoveXThreshold
u32 mDokanInTimerL
u32 mDokanInTimerR
ActorBoxBgCollisionmDokanBgCollision
bool mIsDokanSwim
f32 _2190
u32 _2194
bool _2198
FStateMgr< PlayerBasemStateMgr
const JumpInfmChangeStateJmpInf
s32 mChangeStateParam
s32 mAction
s32 mActionTimer
s32 mActionSubTimer
ActorUniqueID mRideActorID
s32 _21d8
u32 _21dc
s32 _21e0
s32 _21e4
s32 _21e8
FunsuiType mFunsuiType
sead::Vector2f mFunsuiPos
f32 mJumpDaiSpeedFReserve
sead::Vector3f mRidePlayerPosDelta
sead::Vector3f mHipAttackOnEnemyPos
u32 mHipAttackEffectStep
f32 mRideNatPosY
s32 mFrameEndFollowMameKuribo
s32 mFollowMameKuribo
s32 mPenguinSlideCooldown
AnimePlayType mAnimePlayType
EffectObj mEffectObjCommon
EffectObj mSlipSmokeEffect
EffectObj _22fc
EffectObj mFootEffect
EffectObj mHipAttackDropEffect
FollowEffect mHipAttackEffect
sead::Vector3f mHipAttackEffectPos
HipdropExEffect mHipdropExEffect
EffectObj _2498
EffectObj _2500
FollowEffect mTurnBrakeEffect
FollowEffect mTurnBrakeSmokeEffect
BgAttr mTurnBrakeBgAttr
bool mIsTurnBrakeEffectEnable
bool mIsTurnBrakeSmokeEffectEnable
u32 _25f0
EffectObj mWaterFunsuiEffect
u32 mWaterFunsuiEffectStep
s32 mWaterFunsuiEffectTimer
sead::SafeArray< FollowEffect, 3 > mWaterEffect
FStateMgr< PlayerBasemSubjectStateMgr
s32 mSubjectClearWaitTimer
bool mIsSubjectClear
Protected Attributes inherited from Actor
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

Private Member Functions

void checkBgCross_ ()
void checkCarryObjBgCarried_ (const ActorBgCollisionCheck::Output &output, DirType dir)
bool checkDispSideLemit_ ()
void underOverCheck_ ()
bool checkPressBgUD_ ()
bool checkPressBgLR_ ()
void setPressBgCollision_ (const BgCollision *bg_collision)
void setCreateAction_ (NextGotoType next_goto_type)
void initGoalJump_ (const sead::Vector3f &pos, f32 jump_speed)
void initDemoInDokanUD_ (DokanDir dir)
void setHipAttack_Ready_ ()
void reduceCoinNum_ (s32 coin_num)
s32 adjustCoinReductionNumCB_ (s32 coin_num)
bool setWaitJump_ (f32 speed_y)
PlayerBasesearchPlayerAttention_ (const sead::Vector2f &src_pos)
bool calcHeadAttentionAngle_ (const sead::Vector2f &target_pos, sead::BitFlag32 flag, Angle max_angle_y)

Additional Inherited Members

Static Protected Attributes inherited from Actor
static const f32 cCullXLimit
static const f32 cCullYLimit

Member Enumeration Documentation

◆ DamageType

Enumerator
cDamageType_Hit 
cDamageType_Hit2 
cDamageType_HitKnock 
cDamageType_Hit3 
cDamageType_Knock 
cDamageType_Knock2 
cDamageType_SmallKnock 
cDamageType_SmallKnock2 
cDamageType_SmallKnock3 
cDamageType_Fire 
cDamageType_Fire2 
cDamageType_Ice 
cDamageType_Ice2 
cDamageType_Spark 
cDamageType_Poison 
cDamageType_Kill 
cDamageType_DeathCloud 
cDamageType_Eaten 
cDamageType_Eaten2 
cDamageType_SteppedOn 
cDamageType_Num 

◆ Status

Enumerator
cStatus_ActiveThisFrame 
cStatus_DisableUpdate 
cStatus_DisableAnm 
cStatus_ControlledState 
cStatus_DemoMode 
cStatus_DisableSound 
cStatus_DispOut 
cStatus_DispOutDanger 
cStatus_FaderPosSet 
cStatus_NoGravityUntilFall 
cStatus_JumpAddSpeed 
cStatus_OutOfPlay 
cStatus_Down 
cStatus_Stunned 
cStatus_18 
cStatus_Quake 
cStatus_Jump 
cStatus_Fall 
cStatus_SinkSandSurfJump 
cStatus_SitJump 
cStatus_CannonJump 
cStatus_CannonWarp 
cStatus_WaitJump 
cStatus_UnkJumpGravity 
cStatus_WallSlide 
cStatus_37 
cStatus_38 
cStatus_39 
cStatus_40 
cStatus_41 
cStatus_45 
cStatus_46 
cStatus_47 
cStatus_48 
cStatus_49 
cStatus_50 
cStatus_51 
cStatus_52 
cStatus_HipAttackOnEnemy 
cStatus_56 
cStatus_57 
cStatus_58 
cStatus_60 
cStatus_62 
cStatus_63 
cStatus_64 
cStatus_NoPropelRoll 
cStatus_Spin 
cStatus_71 
cStatus_73 
cStatus_74 
cStatus_Vine 
cStatus_Hang 
cStatus_Pole 
cStatus_PoleRope 
cStatus_KaniHang 
cStatus_82 
cStatus_Swim 
cStatus_89 
cStatus_93 
cStatus_97 
cStatus_PenguinSwim 
cStatus_PenguinSlide 
cStatus_InitialSlip 
cStatus_104 
cStatus_105 
cStatus_106 
cStatus_RidePlayer 
cStatus_LiftUp 
cStatus_109 
cStatus_110 
cStatus_111 
cStatus_113 
cStatus_RideYoshi 
cStatus_116 
cStatus_117 
cStatus_118 
cStatus_RideCloud 
cStatus_RideJrCrown 
cStatus_121 
cStatus_RideBalloon 
cStatus_RideBalloonSetVisible 
cStatus_RideBalloonAll 
cStatus_RideBalloonContVoiceReq 
cStatus_RideBalloonCheckAllFade 
cStatus_RideNatDone 
cStatus_RideNat 
cStatus_129 
cStatus_130 
cStatus_131 
cStatus_133 
cStatus_134 
cStatus_135 
cStatus_136 
cStatus_137 
cStatus_138 
cStatus_CanFlyBalloonChibiYoshi 
cStatus_CanSetSpeedChibiYoshi 
cStatus_141 
cStatus_142 
cStatus_143 
cStatus_145 
cStatus_146 
cStatus_147 
cStatus_148 
cStatus_149 
cStatus_150 
cStatus_151 
cStatus_152 
cStatus_153 
cStatus_154 
cStatus_155 
cStatus_156 
cStatus_157 
cStatus_158 
cStatus_160 
cStatus_EnableSpin 
cStatus_166 
cStatus_168 
cStatus_EnableDokanIn 
cStatus_172 
cStatus_FollowMameKuribo 
cStatus_Invisible 
cStatus_HideTemporarily 
cStatus_CannonShot 
cStatus_178 
cStatus_179 
cStatus_CanWaterWalk 
cStatus_IsWaterWalk 
cStatus_182 
cStatus_183 
cStatus_184 
cStatus_185 
cStatus_186 
cStatus_187 
cStatus_188 
cStatus_191 
cStatus_193 
cStatus_195 
cStatus_196 
cStatus_197 
cStatus_ZPosSetNone 
cStatus_199 
cStatus_200 
cStatus_NoSwimAction 
cStatus_204 
cStatus_Penguin 
cStatus_206 
cStatus_207 
cStatus_208 
cStatus_SceneChangeNext 
cStatus_DemoDokan 
cStatus_212 
cStatus_213 
cStatus_214 
cStatus_215 
cStatus_216 
cStatus_217 
cStatus_218 
cStatus_219 
cStatus_220 
cStatus_221 
cStatus_222 
cStatus_223 
cStatus_224 
cStatus_225 
cStatus_226 
cStatus_227 
cStatus_DemoControlReq 
cStatus_NoSlipSaka 
cStatus_237 
cStatus_DemoControl 
cStatus_239 
cStatus_240 
cStatus_241 
cStatus_242 
cStatus_243 
cStatus_DemoOnLandStop 
cStatus_DemoAnmLoop 
cStatus_IgnoreBgCross 
cStatus_NoBgCrossUpdate 
cStatus_CheckBg 
cStatus_250 
cStatus_ShadowkunCatch 
cStatus_252 
cStatus_253 
cStatus_254 
cStatus_ControlledMove 
cStatus_ControlledMoveReq 
cStatus_258 
cStatus_SlideSlope 
cStatus_DispOutPosYAdj 
cStatus_BgPointDataCarryRev 
cStatus_RDash_DispPinch 
cStatus_263 
cStatus_264 
cStatus_265 
cStatus_NoEntryReactCc 
cStatus_267 
cStatus_270 
cStatus_280 
cStatus_282 
cStatus_BalloonChibiYoshiFly 
cStatus_EndingDisableSound 
cStatus_LastBit 
cStatus_BitNum 
cStatus_MaxBitNum 

◆ BgCross

Enumerator
cBgCross_IsFoot 
cBgCross_IsHead 
cBgCross_IsWall 
cBgCross_IsWallPressL 
cBgCross_IsWallPressR 
cBgCross_IsWallTouchL 
cBgCross_IsWallTouchR 
cBgCross_CarryRelatedL 
cBgCross_CarryRelatedR 
cBgCross_CarryObjBgCarriedL 
cBgCross_CarryObjBgCarriedR 
cBgCross_WalkWallEnableL 
cBgCross_WalkWallEnableR 
cBgCross_IsWaterPillarL 
cBgCross_IsWaterPillarR 
cBgCross_15 
cBgCross_16 
cBgCross_17 
cBgCross_IsUnderwater 
cBgCross_IsWater 
cBgCross_IsCompletelyUnderwater 
cBgCross_IsWaterShallow 
cBgCross_RDash_IsNonWaterLiquid 
cBgCross_IsAirWater 
cBgCross_DispSideLimitL 
cBgCross_DispSideLimitR 
cBgCross_IsSnow 
cBgCross_IsIce 
cBgCross_IsIceLowSlip 
cBgCross_IsSlideSlope 
cBgCross_OnSakaUnderRoof 
cBgCross_IsWaterAttr 
cBgCross_32 
cBgCross_IsSand 
cBgCross_IsSinkSand 
cBgCross_IsSlightlyInsideSinkSand 
cBgCross_IsPartiallySubmergedInSinkSand 
cBgCross_IsCompletelySubmergedInSinkSand 
cBgCross_IsBeltConveyorL 
cBgCross_IsBeltConveyorR 
cBgCross_IsChikuwa 
cBgCross_IsChikuwaActor 
cBgCross_OnHalf 
cBgCross_OnRide 
cBgCross_IsHold 
cBgCross_Slip 
cBgCross_IsOnHDokan 
cBgCross_47 
cBgCross_IsSaka 
cBgCross_IsLineSpinLift 
cBgCross_IsBlockDRC 
cBgCross_IsLiftZenStar 
cBgCross_IsFloorGyration 
cBgCross_IsFunsui 
cBgCross_IsKani 
cBgCross_IsKani2 
cBgCross_IsKani3 
cBgCross_IsPole 
cBgCross_IsVine 
cBgCross_60 
cBgCross_61 
cBgCross_62 
cBgCross_63 
cBgCross_64 
cBgCross_65 
cBgCross_66 
cBgCross_67 
cBgCross_68 
cBgCross_69 
cBgCross_70 
cBgCross_71 
cBgCross_HitBgActorYuka 
cBgCross_74 
cBgCross_75 
cBgCross_76 
cBgCross_LastBit 
cBgCross_BitNum 
cBgCross_MaxBitNum 

◆ BgAttr

Enumerator
cBgAttr_Rock 
cBgAttr_Snow 
cBgAttr_Sand 
cBgAttr_Ice 
cBgAttr_Dirt 
cBgAttr_Water1 
cBgAttr_Cloud 
cBgAttr_SandFunsui 
cBgAttr_Manta 
cBgAttr_Beach 
cBgAttr_Carpet 
cBgAttr_Leaf 
cBgAttr_Wood 
cBgAttr_Water2 
cBgAttr_Num 

◆ DokanDir

Enumerator
cDokanDir_ButtonUp 
cDokanDir_ButtonDown 
cDokanDir_ButtonLeft 
cDokanDir_ButtonRight 
cDokanDir_Num 
cDokanDir_FaceUp 
cDokanDir_FaceDown 
cDokanDir_FaceLeft 
cDokanDir_FaceRight 

◆ DokanType

Enumerator
cDokanType_Invalid 
cDokanType_Normal 
cDokanType_Rail 

◆ JumpSe

Enumerator
cJumpSe_None 
cJumpSe_Normal 
cJumpSe_High 

◆ WalkAction

Enumerator
cWalkAction_Wait 
cWalkAction_Move 

◆ HipAction

Enumerator
cHipAction_Ready 
cHipAction_AttackStart 
cHipAction_AttackFall 
cHipAction_Ground 
cHipAction_StandNormal 
cHipAction_StandNormalEnd 
cHipAction_ToStoop 
cHipAction_Num 

◆ JumpAction

Enumerator
cJumpAction_TakeOff 
cJumpAction_Air 

◆ PoleAction

Enumerator
cPoleAction_Start 
cPoleAction_Wait 
cPoleAction_Up 
cPoleAction_Down 

◆ VineAction

Enumerator
cVineAction_Ivy 
cVineAction_Net 
cVineAction_Attack 
cVineAction_Roll 

◆ CrouchAction

Enumerator
cCrouchAction_Ground 
cCrouchAction_Water 

◆ SlipAction

Enumerator
cSlipAction_Move 
cSlipAction_1 
cSlipAction_ToStoop 
cSlipAction_ToEnd 

◆ CloudAction

Enumerator
cCloudAction_Idle 
cCloudAction_Move 
cCloudAction_Crouch 
cCloudAction_CrouchEnd 
cCloudAction_FireCreate 
cCloudAction_FireCreateEnd 
cCloudAction_6 
cCloudAction_Throw 
cCloudAction_ThrowEnd 

◆ SwimAction

Enumerator
cSwimAction_Swim 
cSwimAction_Walk 
cSwimAction_Penguin 
cSwimAction_FireBall 
cSwimAction_SwimWithChibi 
cSwimAction_SwimWithChibi_CantSpinMaybe 

◆ JumpDaiAction

Enumerator
cJumpDaiAction_0 
cJumpDaiAction_1 

◆ PlayerJumpDaiAction

Enumerator
cPlayerJumpDaiAction_0 
cPlayerJumpDaiAction_1 

◆ FireAction

Enumerator
cFireAction_0 
cFireAction_1 

◆ ThrowAction

Enumerator
cThrowAction_0 
cThrowAction_1 
cThrowAction_2 

◆ WallSlideAction

Enumerator
cWallSlideAction_Normal 
cWallSlideAction_MusasabiSlide 

◆ CarryPlayerAction

Enumerator
cCarryPlayerAction_Move 
cCarryPlayerAction_Crouch 
cCarryPlayerAction_2 
cCarryPlayerAction_Fire 
cCarryPlayerAction_FireEnd 

◆ FlyDamageAction

Enumerator
cFlyDamageAction_0 
cFlyDamageAction_1 
cFlyDamageAction_2 
cFlyDamageAction_3 
cFlyDamageAction_4 
cFlyDamageAction_5 
cFlyDamageAction_6 

◆ BalloonAction

Enumerator
cBalloonAction_0 
cBalloonAction_1 
cBalloonAction_2 
cBalloonAction_3 
cBalloonAction_4 
cBalloonAction_5 
cBalloonAction_6 

◆ CannonJumpAction

Enumerator
cCannonJumpAction_0 
cCannonJumpAction_1 
cCannonJumpAction_2 

◆ PropelAction

Enumerator
cPropelAction_BigFly 
cPropelAction_Fly 
cPropelAction_Fall 

◆ SpinHipAttackAction

Enumerator
cSpinHipAttackAction_Fall 
cSpinHipAttackAction_Land 

◆ PenguinSlideAction

Enumerator
cPenguinSlideAction_Move 
cPenguinSlideAction_1 
cPenguinSlideAction_ToCrouch 
cPenguinSlideAction_StandUp 

◆ BalloonChibiYoshiAction

Enumerator
cBalloonChibiYoshiAction_Fly 
cBalloonChibiYoshiAction_FallMaybe 
cBalloonChibiYoshiAction_PreFallIdk 

◆ TarzanRopeAction

Enumerator
cTarzanRopeAction_Start 
cTarzanRopeAction_Wait 
cTarzanRopeAction_Up 
cTarzanRopeAction_Down 
cTarzanRopeAction_HasigoMove 
cTarzanRopeAction_HasigoHangDown 
cTarzanRopeAction_HasigoHangUp 

◆ KaniAction

Enumerator
cKaniAction_Walk 
cKaniAction_HangInit 
cKaniAction_JumpHangInit 
cKaniAction_Hang 
cKaniAction_HangFall 
cKaniAction_HangUp 
cKaniAction_HangUpVine 

◆ HangAction

Enumerator
cHangAction_Start 
cHangAction_Wait 
cHangAction_Move 

◆ AnimePlayAction

Enumerator
cAnimePlayAction_Start 
cAnimePlayAction_End 
cAnimePlayAction_Glad_KimeStart 
cAnimePlayAction_Glad_PutOnCap 
cAnimePlayAction_Glad_KimeWait 
cAnimePlayAction_Glad_Wait 
cAnimePlayAction_Glad_Num 
cAnimePlayAction_BossAttention_Turn 
cAnimePlayAction_BossAttention_Num 
cAnimePlayAction_BossKeyGet_Cheer 
cAnimePlayAction_BossKeyGet_Num 
cAnimePlayAction_TitleSlip_Move 
cAnimePlayAction_TitleSlip_Num 

◆ FunsuiAction

Enumerator
cFunsuiAction_Ascend 
cFunsuiAction_Release 

◆ BalloonChibiYoshiFlyAction

Enumerator
cBalloonChibiYoshiFlyAction_Fly 
cBalloonChibiYoshiFlyAction_Fall 
cBalloonChibiYoshiFlyAction_FlyForceFall 

◆ DemoNextGotoBlockAction

Enumerator
cDemoNextGotoBlockAction_Walk 
cDemoNextGotoBlockAction_SceneChange 

◆ DemoStartWaitAction

Enumerator
cDemoStartWaitAction_Wait 
cDemoStartWaitAction_Move 

◆ DemoWaitAction

Enumerator
cDemoWaitAction_WaitTurn 
cDemoWaitAction_Move 
cDemoWaitAction_WaitSingle 

◆ DemoOutDokanAction

Enumerator
cDemoOutDokanAction_MoveSubAxis 
cDemoOutDokanAction_MoveMainAxis 
cDemoOutDokanAction_End 

◆ DemoInDokanAction

Enumerator
cDemoInDokanAction_CheckTurn 
cDemoInDokanAction_WaitNextTurn 
cDemoInDokanAction_Move 
cDemoInDokanAction_WaitNextTurn_UnderwaterKoopaJrDemo 
cDemoInDokanAction_End 

◆ DemoGoalAction

Enumerator
cDemoGoalAction_Pole 
cDemoGoalAction_MultiJump 
cDemoGoalAction_Wait 
cDemoGoalAction_KimePose 
cDemoGoalAction_RideOffJump 
cDemoGoalAction_Run 
cDemoGoalAction_PreRun 
cDemoGoalAction_Item 

◆ DemoControlSubAction

Enumerator
cDemoControlSubAction_Wait 
cDemoControlSubAction_Walk 
cDemoControlSubAction_Anm 
cDemoControlSubAction_AnmSeq 
cDemoControlSubAction_4 

◆ FunsuiType

Enumerator
cFunsuiType_Sand 
cFunsuiType_Water 
cFunsuiType_Num 

◆ DemoType

Enumerator
cDemoType_1 
cDemoType_3 
cDemoType_4 
cDemoType_5 
cDemoType_ShadowkunCatch 

◆ AnmBlend

Enumerator
cAnmBlend_Disable 
cAnmBlend_Enable 

◆ StarSet

Enumerator
cStarSet_Virus 
cStarSet_CustomTime 
cStarSet_Default 

◆ BounceType

Enumerator
cBounceType_Normal 
cBounceType_1 
cBounceType_2 

◆ ReductionMode

Enumerator
cReductionMode_None 
cReductionMode_JumpDai 
cReductionMode_2 
cReductionMode_Boyon 

◆ NextGotoBlockDelay

Enumerator
cNextGotoBlockDelay_None 
cNextGotoBlockDelay_Normal 
cNextGotoBlockDelay_Short 

◆ CheckBgDokanInUDRes

Enumerator
cCheckBgDokanInUDRes_Clear 
cCheckBgDokanInUDRes_ClearMame 
cCheckBgDokanInUDRes_Blocked 

◆ AnimePlayType

Enumerator
cAnimePlayType_Normal 
cAnimePlayType_BossSetUp 
cAnimePlayType_BossGlad 
cAnimePlayType_BossAttention 
cAnimePlayType_BossKeyGet 
cAnimePlayType_LastBoss2Glad 
cAnimePlayType_LastBoss1Glad 
cAnimePlayType_TitleSlip 
cAnimePlayType_EndingGlad 
cAnimePlayType_EndingGladWait 
cAnimePlayType_TottenItem 

◆ ClearType

Enumerator
cClearType_Normal 
cClearType_Boss 
cClearType_Fanfare 
cClearType_LastBoss 

◆ SakaUpDown

Enumerator
cSakaUpDown_Downhill 
cSakaUpDown_Uphill 
cSakaUpDown_Num 

◆ PowerChangeType

Enumerator
cPowerChangeType_Normal 
cPowerChangeType_Ice 
cPowerChangeType_Snow 
cPowerChangeType_Num 

◆ StartSoundType

Enumerator
cStartSoundType_Normal 
cStartSoundType_DisableInEnding 

Constructor & Destructor Documentation

◆ PlayerBase()

PlayerBase::PlayerBase ( const ActorCreateParam & param)

◆ ~PlayerBase()

virtual PlayerBase::~PlayerBase ( )
virtual

Member Function Documentation

◆ create()

Result PlayerBase::create ( )
overrideprotectedvirtual

Main initialization/setup callback for the actor.

Returns
A signal for how to handle the operation.

Returns cResult_Success by default.

Address: 0x02002F84

Reimplemented from ActorBase.

Reimplemented in PlayerObject.

◆ preExecute()

bool PlayerBase::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 Actor.

Reimplemented in PlayerObject.

◆ execute()

bool PlayerBase::execute ( )
overrideprotectedvirtual

Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).

Returns
A signal for how to handle the operation. true / false imply cState_Success / cState_Failed.

Returns true by default.

Address: 0x02002F8C

Reimplemented from ActorBase.

◆ postExecute()

void PlayerBase::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 Actor.

Reimplemented in PlayerObject.

◆ preDraw()

bool PlayerBase::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 Actor.

Reimplemented in PlayerObject.

◆ blockHitInit_()

void PlayerBase::blockHitInit_ ( )
overrideprotectedvirtual

Reimplemented from Actor.

◆ getBgCheck()

ActorBgCollisionCheck * PlayerBase::getBgCheck ( )
inlineoverridevirtual

Reimplemented from Actor.

◆ setDrawTypeInDistantView()

void PlayerBase::setDrawTypeInDistantView ( )

◆ resetDrawType()

void PlayerBase::resetDrawType ( )

◆ isKinopio()

bool PlayerBase::isKinopio ( ) const

◆ isTotten()

bool PlayerBase::isTotten ( ) const

◆ isMameAction()

bool PlayerBase::isMameAction ( )

◆ getHeadTopPosP()

sead::Vector3f * PlayerBase::getHeadTopPosP ( )

◆ getHeadPosP()

sead::Vector3f * PlayerBase::getHeadPosP ( )

◆ getLookatPos()

const sead::Vector3f & PlayerBase::getLookatPos ( ) const
inline

◆ executeMain()

virtual void PlayerBase::executeMain ( )
pure virtual

Implemented in PlayerObject.

◆ executeLastPlayer()

virtual void PlayerBase::executeLastPlayer ( )
pure virtual

Implemented in PlayerObject.

◆ executeLastAll()

virtual void PlayerBase::executeLastAll ( )
pure virtual

Implemented in PlayerObject.

◆ setPlayerMode()

virtual void PlayerBase::setPlayerMode ( PlayerMode mode,
bool temporary )
inlinevirtual

◆ setPlayerModeImpl()

virtual void PlayerBase::setPlayerModeImpl ( PlayerMode mode,
bool temporary )
pure virtual

Implemented in PlayerObject.

◆ isEnableRDashLuigiPhysics()

virtual bool PlayerBase::isEnableRDashLuigiPhysics ( ) const
inlinevirtual

Reimplemented in PlayerObject.

◆ getTallType() [1/2]

PlayerTallType PlayerBase::getTallType ( )
inline

◆ getTallType() [2/2]

virtual PlayerTallType PlayerBase::getTallType ( PlayerMode mode)
pure virtual

Implemented in PlayerObject.

◆ getMaskPos()

virtual void PlayerBase::getMaskPos ( sead::Vector3f & pos)
pure virtual

Implemented in PlayerObject.

◆ getMaskCaveCheckPos()

virtual void PlayerBase::getMaskCaveCheckPos ( sead::Vector3f * pos,
f32 * y_offset )
pure virtual

Implemented in PlayerObject.

◆ vf154()

virtual bool PlayerBase::vf154 ( )
virtual

Reimplemented in PlayerObject.

◆ setMaskPosInterpType()

void PlayerBase::setMaskPosInterpType ( s32 src_type)

◆ calcMaskPos()

void PlayerBase::calcMaskPos ( )

◆ dokanAdjustMaskPos()

void PlayerBase::dokanAdjustMaskPos ( sead::Vector3f & mask_pos)

◆ checkRideActor()

bool PlayerBase::checkRideActor ( PlayerBase * player_other)

◆ setRideNat()

void PlayerBase::setRideNat ( f32 value)

◆ updateRideNat()

void PlayerBase::updateRideNat ( )

◆ onFollowMameKuribo()

void PlayerBase::onFollowMameKuribo ( )

◆ clearFollowMameKuribo()

void PlayerBase::clearFollowMameKuribo ( )

◆ getFollowMameKuribo()

s32 PlayerBase::getFollowMameKuribo ( )

◆ getFollowMameKuriboSpeedType()

s32 PlayerBase::getFollowMameKuriboSpeedType ( )

◆ getFollowMameKuriboSpeedScaleX()

f32 PlayerBase::getFollowMameKuriboSpeedScaleX ( )

◆ getFollowMameKuriboSpeedScaleY()

f32 PlayerBase::getFollowMameKuriboSpeedScaleY ( )

◆ getFootBgAttr()

BgAttr PlayerBase::getFootBgAttr ( BgUnitCode::Attr attr)

◆ postBgCrossBase()

void PlayerBase::postBgCrossBase ( )

◆ checkLedge()

bool PlayerBase::checkLedge ( )

◆ vsPlayerCarryPush()

bool PlayerBase::vsPlayerCarryPush ( )

◆ setBcSensorFlagsBase()

void PlayerBase::setBcSensorFlagsBase ( )

◆ bgCheck()

void PlayerBase::bgCheck ( bool side_view_check)

◆ clearBgAndSakaAngle()

void PlayerBase::clearBgAndSakaAngle ( )

◆ clearBgCheckInfo()

void PlayerBase::clearBgCheckInfo ( )

◆ clearBgSpeed()

void PlayerBase::clearBgSpeed ( )

◆ checkOnHDokan()

bool PlayerBase::checkOnHDokan ( const u64 & bc_data)

◆ checkSinkSand()

bool PlayerBase::checkSinkSand ( )

◆ isOnSinkSand()

bool PlayerBase::isOnSinkSand ( )
inline

◆ checkBgWall()

bool PlayerBase::checkBgWall ( DirType dir)

◆ getWaterCheckPosY()

f32 PlayerBase::getWaterCheckPosY ( )

◆ getWaterOffsetY()

f32 PlayerBase::getWaterOffsetY ( )

◆ checkWater()

void PlayerBase::checkWater ( )

◆ getBgPointData()

virtual const PlayerBgPointHIO * PlayerBase::getBgPointData ( )
pure virtual

Implemented in PlayerObject.

◆ getHeadBgPointData()

const ActorBgCollisionCheck::Sensor * PlayerBase::getHeadBgPointData ( )
inline

◆ getWallBgPointData()

const ActorBgCollisionCheck::Sensor * PlayerBase::getWallBgPointData ( )
inline

◆ getFootBgPointData()

const ActorBgCollisionCheck::Sensor * PlayerBase::getFootBgPointData ( )
inline

◆ getStandHeadBgPointY()

virtual f32 PlayerBase::getStandHeadBgPointY ( )
pure virtual

Implemented in PlayerObject.

◆ isSlipSaka()

bool PlayerBase::isSlipSaka ( )

◆ checkBgCross_()

void PlayerBase::checkBgCross_ ( )
inlineprivate

◆ checkCarryObjBgCarried_()

void PlayerBase::checkCarryObjBgCarried_ ( const ActorBgCollisionCheck::Output & output,
DirType dir )
inlineprivate

◆ checkBgCrossSub()

virtual void PlayerBase::checkBgCrossSub ( )
pure virtual

Implemented in PlayerObject.

◆ postBgCross()

virtual void PlayerBase::postBgCross ( )
pure virtual

Implemented in PlayerObject.

◆ checkBGCrossWall()

bool PlayerBase::checkBGCrossWall ( DirType dir)

◆ checkOldBgCrossFoot()

bool PlayerBase::checkOldBgCrossFoot ( s32 frame_cnt)

◆ clearJumpActionInfo()

virtual void PlayerBase::clearJumpActionInfo ( )
pure virtual

Implemented in PlayerObject.

◆ setJumpSandSinkRate()

void PlayerBase::setJumpSandSinkRate ( )

◆ getSakaAngle() [1/2]

Angle PlayerBase::getSakaAngle ( DirType dir)

◆ getSakaAngleBySpeed() [1/2]

Angle PlayerBase::getSakaAngleBySpeed ( f32 speed_F)

◆ getSakaUpDown() [1/2]

SakaUpDown PlayerBase::getSakaUpDown ( DirType dir)

◆ getSakaAngle() [2/2]

Angle PlayerBase::getSakaAngle ( )
inline

◆ getSakaAngleBySpeed() [2/2]

Angle PlayerBase::getSakaAngleBySpeed ( )
inline

◆ getSakaUpDown() [2/2]

SakaUpDown PlayerBase::getSakaUpDown ( )
inline

◆ checkDamageBg()

void PlayerBase::checkDamageBg ( )

◆ setBgDamage()

bool PlayerBase::setBgDamage ( )

◆ calcNoHitObjBgTimer()

void PlayerBase::calcNoHitObjBgTimer ( )

◆ checkSideViewLemit()

void PlayerBase::checkSideViewLemit ( )

◆ revSideLimitCommon()

void PlayerBase::revSideLimitCommon ( f32 x)

◆ calcSideLimitMultL()

void PlayerBase::calcSideLimitMultL ( f32 x)

◆ calcSideLimitMultR()

void PlayerBase::calcSideLimitMultR ( f32 x)

◆ checkDispSideLemit_()

bool PlayerBase::checkDispSideLemit_ ( )
inlineprivate

◆ setLandSakaJumpSpeedF()

void PlayerBase::setLandSakaJumpSpeedF ( )

◆ isRideMove()

bool PlayerBase::isRideMove ( )

◆ setNoHitObjBg()

void PlayerBase::setNoHitObjBg ( Actor * no_hit_obj,
s32 time )

◆ setJumpAddSpeedF()

void PlayerBase::setJumpAddSpeedF ( f32 f)

◆ setAddLiftSpeedF()

void PlayerBase::setAddLiftSpeedF ( )

◆ initCollision()

virtual void PlayerBase::initCollision ( const ActorCollisionCheck::CollisionData & cc_data_react,
const ActorCollisionCheck::CollisionData & cc_data_attack )
virtual

◆ releaseCcData()

virtual void PlayerBase::releaseCcData ( )
virtual

◆ clearCcData()

virtual void PlayerBase::clearCcData ( )
virtual

◆ entryCollision()

bool PlayerBase::entryCollision ( )

◆ vf19C()

virtual bool PlayerBase::vf19C ( )
pure virtual

Implemented in PlayerObject.

◆ setCcAt()

void PlayerBase::setCcAt ( const ActorCollisionCheck::Vec2 & center_offset,
const ActorCollisionCheck::Vec2 & half_size,
const ActorCollisionCheck::Attack & attack )

◆ setCcAtBody()

void PlayerBase::setCcAtBody ( const ActorCollisionCheck::Attack & attack)

◆ setCcAtSlip()

void PlayerBase::setCcAtSlip ( )

◆ setCcAtPenguinSlip()

void PlayerBase::setCcAtPenguinSlip ( )

◆ setCcAtHipAttack()

void PlayerBase::setCcAtHipAttack ( )

◆ setCcAtCannon()

void PlayerBase::setCcAtCannon ( )

◆ setCcAtStar()

void PlayerBase::setCcAtStar ( )

◆ isActionRevisionY()

bool PlayerBase::isActionRevisionY ( )

◆ setCcPlayerRevY()

void PlayerBase::setCcPlayerRevY ( ActorCollisionCheck * cc_self,
ActorCollisionCheck * cc_other,
f32 scale,
ActorCollisionCheck::Kind kind )

◆ setCcPlayerRevParam()

void PlayerBase::setCcPlayerRevParam ( f32 param)

◆ clearCcPlayerRev()

void PlayerBase::clearCcPlayerRev ( )

◆ calcCcPlayerRev()

bool PlayerBase::calcCcPlayerRev ( f32 * )

◆ setNoHitPlayer()

void PlayerBase::setNoHitPlayer ( const PlayerBase * player_other,
s32 time )

◆ updateNoHitPlayer()

void PlayerBase::updateNoHitPlayer ( )

◆ getNoHitPlayer()

const PlayerBase * PlayerBase::getNoHitPlayer ( )

◆ isEnableStamp()

bool PlayerBase::isEnableStamp ( ActorCollisionCheck * cc_self,
ActorCollisionCheck * cc_other )

◆ isEnableStampPlayerJump()

bool PlayerBase::isEnableStampPlayerJump ( ActorCollisionCheck * cc_self,
ActorCollisionCheck * cc_other )

◆ setStampReduction()

void PlayerBase::setStampReduction ( PlayerBase * player_other)

◆ setReductionScale()

void PlayerBase::setReductionScale ( )

◆ setStampPlayerJump()

void PlayerBase::setStampPlayerJump ( bool allow_high_jump,
f32 rev_y )

◆ initStampReduction()

virtual void PlayerBase::initStampReduction ( )
virtual

◆ calcJumpDaiReductionScale()

virtual void PlayerBase::calcJumpDaiReductionScale ( s32 t,
s32 max_t )
virtual

◆ setReductionBoyon()

virtual void PlayerBase::setReductionBoyon ( )
virtual

◆ setStomped()

void PlayerBase::setStomped ( )

◆ getHeadTopPos()

virtual bool PlayerBase::getHeadTopPos ( sead::Vector3f & pos)
virtual

◆ calcReductionScale()

void PlayerBase::calcReductionScale ( )

◆ getReductionModelScale()

void PlayerBase::getReductionModelScale ( sead::Vector3f * scale)

◆ dispPinchRequestRDash()

void PlayerBase::dispPinchRequestRDash ( )

◆ initDispSideLemit()

void PlayerBase::initDispSideLemit ( )

◆ checkDispOver()

void PlayerBase::checkDispOver ( )

◆ checkDisplayOutDead()

void PlayerBase::checkDisplayOutDead ( )

◆ upperOverCheck()

virtual void PlayerBase::upperOverCheck ( )
virtual

◆ isLenientOutCheck()

bool PlayerBase::isLenientOutCheck ( )

◆ setFallDownDemoBase()

void PlayerBase::setFallDownDemoBase ( )

◆ setFallDownDemo()

virtual void PlayerBase::setFallDownDemo ( )
pure virtual

Implemented in PlayerObject.

◆ checkDispOutLR()

bool PlayerBase::checkDispOutLR ( )

◆ checkBalloonInDispOutLR()

bool PlayerBase::checkBalloonInDispOutLR ( )

◆ setBalloonInDispOut()

virtual bool PlayerBase::setBalloonInDispOut ( s32 )
pure virtual

Implemented in PlayerObject.

◆ setBalloonDispOut()

virtual bool PlayerBase::setBalloonDispOut ( )
pure virtual

Implemented in PlayerObject.

◆ checkStandUpRoof()

bool PlayerBase::checkStandUpRoof ( )

◆ isBgPress()

bool PlayerBase::isBgPress ( Actor * actor)

◆ setPressBgDamageBase()

bool PlayerBase::setPressBgDamageBase ( DamageType type)

◆ checkPressBg()

bool PlayerBase::checkPressBg ( )

◆ underOverCheck_()

void PlayerBase::underOverCheck_ ( )
inlineprivate

◆ checkPressBgUD_()

bool PlayerBase::checkPressBgUD_ ( )
private

◆ checkPressBgLR_()

bool PlayerBase::checkPressBgLR_ ( )
private

◆ setPressBgCollision_()

void PlayerBase::setPressBgCollision_ ( const BgCollision * bg_collision)
private

◆ setCreate()

virtual void PlayerBase::setCreate ( const sead::Vector3f & pos,
NextGotoType next_goto_type,
DirType dir )
virtual

◆ reset()

virtual void PlayerBase::reset ( )
virtual

◆ resetBg()

void PlayerBase::resetBg ( )

◆ setPosAndDir()

void PlayerBase::setPosAndDir ( const sead::Vector3f & pos,
DirType dir )

◆ stopCreateOther()

void PlayerBase::stopCreateOther ( )

◆ executeDemoCreate()

void PlayerBase::executeDemoCreate ( )

◆ setCreateAction_()

void PlayerBase::setCreateAction_ ( NextGotoType next_goto_type)
inlineprivate

◆ initialNormal()

virtual void PlayerBase::initialNormal ( NextGotoType next_goto_type)
virtual

◆ initialDoor()

virtual void PlayerBase::initialDoor ( NextGotoType next_goto_type)
virtual

◆ initialDokan()

virtual void PlayerBase::initialDokan ( NextGotoType next_goto_type)
virtual

◆ initialFall()

virtual void PlayerBase::initialFall ( NextGotoType next_goto_type)
virtual

◆ initialHipAttack()

virtual void PlayerBase::initialHipAttack ( NextGotoType next_goto_type)
virtual

◆ initialSlip()

virtual void PlayerBase::initialSlip ( NextGotoType next_goto_type)
virtual

◆ initialJump()

virtual void PlayerBase::initialJump ( NextGotoType next_goto_type)
virtual

◆ initialVine()

virtual void PlayerBase::initialVine ( NextGotoType next_goto_type)
virtual

◆ initialShiroBoss()

virtual void PlayerBase::initialShiroBoss ( NextGotoType next_goto_type)
virtual

◆ initialFinalBoss()

virtual void PlayerBase::initialFinalBoss ( NextGotoType next_goto_type)
virtual

◆ initialUnk10()

virtual void PlayerBase::initialUnk10 ( NextGotoType next_goto_type)
virtual

◆ initialUnk27()

virtual void PlayerBase::initialUnk27 ( NextGotoType next_goto_type)
virtual

◆ initialBoxingKoopaJr()

virtual void PlayerBase::initialBoxingKoopaJr ( NextGotoType next_goto_type)
virtual

◆ initialTitle()

virtual void PlayerBase::initialTitle ( NextGotoType next_goto_type)
virtual

◆ changeDemoState()

void PlayerBase::changeDemoState ( const StateID & state_id,
s32 param )

◆ executeDemoState()

bool PlayerBase::executeDemoState ( )

◆ isDemoState()

bool PlayerBase::isDemoState ( const StateID & state_id) const
inline

◆ isOldDemoState()

bool PlayerBase::isOldDemoState ( const StateID & state_id) const
inline

◆ initializeDemoControl()

virtual void PlayerBase::initializeDemoControl ( bool carry_chibi_yoshi = true)
pure virtual

Implemented in PlayerObject.

◆ setControlDemoPos()

void PlayerBase::setControlDemoPos ( const sead::Vector3f & pos)

◆ setControlDemoDir()

void PlayerBase::setControlDemoDir ( DirType dir)

◆ setControlDemoWait()

void PlayerBase::setControlDemoWait ( )

◆ isControlDemoWait()

bool PlayerBase::isControlDemoWait ( )

◆ setControlDemoWalk()

void PlayerBase::setControlDemoWalk ( f32 target_pos_x,
f32 speed )

◆ isControlDemoWalk()

bool PlayerBase::isControlDemoWalk ( )

◆ setControlDemoAnm()

void PlayerBase::setControlDemoAnm ( s32 anm_id,
bool loop )

◆ isControlDemoAnm()

bool PlayerBase::isControlDemoAnm ( s32 anm_id)

◆ setControlDemoAnmSeq()

void PlayerBase::setControlDemoAnmSeq ( AnimePlayType type)

◆ isControlDemoAnmSeq()

bool PlayerBase::isControlDemoAnmSeq ( AnimePlayType type)

◆ isDemoLand()

bool PlayerBase::isDemoLand ( )

◆ isBossDemoLand()

bool PlayerBase::isBossDemoLand ( )

◆ isEnemyStageClearDemoLand()

bool PlayerBase::isEnemyStageClearDemoLand ( )

◆ isEnableControlDemoKoopaSwitch()

bool PlayerBase::isEnableControlDemoKoopaSwitch ( )

◆ startControlDemoKoopaSwitch()

bool PlayerBase::startControlDemoKoopaSwitch ( )

◆ startControlDemo()

bool PlayerBase::startControlDemo ( bool status)

◆ endControlDemo()

void PlayerBase::endControlDemo ( )

◆ checkDemoControl()

void PlayerBase::checkDemoControl ( )

◆ setEnemyStageClearDemo()

void PlayerBase::setEnemyStageClearDemo ( const Actor & box)
inline

◆ isUnkDemoLand()

bool PlayerBase::isUnkDemoLand ( )

◆ onDemoType()

virtual void PlayerBase::onDemoType ( DemoType type)
virtual

◆ offDemoType()

virtual void PlayerBase::offDemoType ( DemoType type)
virtual

◆ offDemoMode()

virtual void PlayerBase::offDemoMode ( )
virtual

◆ isDemoMode()

virtual bool PlayerBase::isDemoMode ( ) const
virtual

◆ isDemoType()

virtual bool PlayerBase::isDemoType ( DemoType type)
virtual

◆ isDemoAll()

bool PlayerBase::isDemoAll ( )

◆ isDemo()

bool PlayerBase::isDemo ( )

◆ onDemo()

void PlayerBase::onDemo ( )

◆ offDemo()

void PlayerBase::offDemo ( )

◆ setShadowkunCatchDemo()

void PlayerBase::setShadowkunCatchDemo ( )

◆ isDisableDokanInDemo()

bool PlayerBase::isDisableDokanInDemo ( )

◆ isDisableGoalDemo()

bool PlayerBase::isDisableGoalDemo ( )

◆ isDemo3Any()

bool PlayerBase::isDemo3Any ( )

◆ isDemo5Any()

bool PlayerBase::isDemo5Any ( )

◆ setFaderPos()

void PlayerBase::setFaderPos ( const sead::Vector3f & pos)

◆ changeNextScene()

void PlayerBase::changeNextScene ( s32 )

◆ isSceneChangeWaitDone()

bool PlayerBase::isSceneChangeWaitDone ( )

◆ isDispOutCheckOn()

bool PlayerBase::isDispOutCheckOn ( )

◆ changeNormalAction()

void PlayerBase::changeNormalAction ( )

◆ setNextGotoBlockDemo()

bool PlayerBase::setNextGotoBlockDemo ( s32 dst_next_goto_no,
s32 wait_timer,
NextGotoBlockDelay delay,
bool unk_rdash = false )

◆ isChange()

virtual bool PlayerBase::isChange ( )
pure virtual

Implemented in PlayerObject.

◆ vf4F4()

virtual bool PlayerBase::vf4F4 ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ setTimeOverDemo()

virtual bool PlayerBase::setTimeOverDemo ( )
pure virtual

Implemented in PlayerObject.

◆ vf504()

virtual bool PlayerBase::vf504 ( )
pure virtual

Implemented in PlayerObject.

◆ setDemoGoalMode()

void PlayerBase::setDemoGoalMode ( s32 demo_action,
s32 demo_sub_action )

◆ isEnableGoal()

bool PlayerBase::isEnableGoal ( )

◆ isEnableGoalCollision()

bool PlayerBase::isEnableGoalCollision ( )

◆ calcGoalBonusCoinNum()

s32 PlayerBase::calcGoalBonusCoinNum ( )

◆ isGoalRingLand()

bool PlayerBase::isGoalRingLand ( )

◆ setDemoGoalBase()

void PlayerBase::setDemoGoalBase ( const sead::Vector2f & pos,
f32 walk_target_pos_x,
bool secret_exit )

◆ setDemoGoal()

virtual void PlayerBase::setDemoGoal ( const sead::Vector2f & pos,
f32 walk_target_pos_x,
bool secret_exit )
pure virtual

Implemented in PlayerObject.

◆ setHideNotGoalPlayer()

virtual bool PlayerBase::setHideNotGoalPlayer ( )
pure virtual

Implemented in PlayerObject.

◆ vf51C()

virtual bool PlayerBase::vf51C ( u32 )
pure virtual

Implemented in PlayerObject.

◆ setDoorDemo()

virtual bool PlayerBase::setDoorDemo ( Actor * ,
u32  )
pure virtual

Implemented in PlayerObject.

◆ setGoalPoleCatchVoice()

virtual void PlayerBase::setGoalPoleCatchVoice ( )
pure virtual

Implemented in PlayerObject.

◆ vf534()

virtual void PlayerBase::vf534 ( )
virtual

◆ setHideNotGoalPlayerBase()

bool PlayerBase::setHideNotGoalPlayerBase ( )

◆ startKimePoseVoice()

void PlayerBase::startKimePoseVoice ( ClearType clear_type)

◆ vf51C_Base()

bool PlayerBase::vf51C_Base ( u32 )

◆ getDemoGoalLandPos()

f32 PlayerBase::getDemoGoalLandPos ( )

◆ calcGoalLandNumFrame()

s32 PlayerBase::calcGoalLandNumFrame ( f32 pos,
f32 land_pos,
f32 jump_speed )

◆ initGoalMultiJump()

void PlayerBase::initGoalMultiJump ( )

◆ calcGoalJump()

bool PlayerBase::calcGoalJump ( )

◆ executeDemoGoal_Pole()

void PlayerBase::executeDemoGoal_Pole ( )

◆ executeDemoGoal_MultiJump()

void PlayerBase::executeDemoGoal_MultiJump ( )

◆ executeDemoGoal_Wait()

void PlayerBase::executeDemoGoal_Wait ( )

◆ executeDemoGoal_KimePose()

void PlayerBase::executeDemoGoal_KimePose ( )

◆ executeDemoGoal_RideOffJump()

virtual void PlayerBase::executeDemoGoal_RideOffJump ( )
pure virtual

Implemented in PlayerObject.

◆ executeDemoGoal_Run()

virtual void PlayerBase::executeDemoGoal_Run ( )
pure virtual

Implemented in PlayerObject.

◆ executeDemoGoal_PreRun()

virtual void PlayerBase::executeDemoGoal_PreRun ( )
pure virtual

Implemented in PlayerObject.

◆ executeDemoGoal_Item()

virtual void PlayerBase::executeDemoGoal_Item ( )
pure virtual

Implemented in PlayerObject.

◆ initDemoKimePose()

void PlayerBase::initDemoKimePose ( )

◆ updateDemoKimePose()

virtual bool PlayerBase::updateDemoKimePose ( ClearType clear_type)
pure virtual

Implemented in PlayerObject.

◆ finDemoKimePose()

virtual void PlayerBase::finDemoKimePose ( )
pure virtual

Implemented in PlayerObject.

◆ initGoalJump_()

void PlayerBase::initGoalJump_ ( const sead::Vector3f & pos,
f32 jump_speed )
inlineprivate

◆ stopOutDokanOther()

void PlayerBase::stopOutDokanOther ( )

◆ demo_dokan_move_x()

bool PlayerBase::demo_dokan_move_x ( f32 step,
f32 threshold )

◆ demo_dokan_move_y()

bool PlayerBase::demo_dokan_move_y ( f32 step,
f32 offset )

◆ setDokanSE()

void PlayerBase::setDokanSE ( )

◆ getWaterDokanCenterOffset()

f32 PlayerBase::getWaterDokanCenterOffset ( f32 pos_y)

◆ calcDokanMoveDiff()

void PlayerBase::calcDokanMoveDiff ( sead::Vector2f * diff = nullptr)

◆ dokanMoveOut()

bool PlayerBase::dokanMoveOut ( )

◆ setObjDokanIn()

void PlayerBase::setObjDokanIn ( ActorBoxBgCollision * bg_collision,
const sead::Vector3f & pos,
s32 dst_next_goto_no,
DokanDir dir )

◆ checkBgDokanInUD()

CheckBgDokanInUDRes PlayerBase::checkBgDokanInUD ( sead::Vector3f * pos,
DokanDir dir )

◆ getDokanInLRWallBgPointData()

void PlayerBase::getDokanInLRWallBgPointData ( ActorBgCollisionCheck::Sensor * sensor)

◆ checkButtonDokanIn()

bool PlayerBase::checkButtonDokanIn ( DokanDir dir)

◆ isEnableDokanInStatusBase()

bool PlayerBase::isEnableDokanInStatusBase ( )

◆ isEnableDokanInStatus()

virtual bool PlayerBase::isEnableDokanInStatus ( )
pure virtual

Implemented in PlayerObject.

◆ isEnableMameDokanIn()

virtual bool PlayerBase::isEnableMameDokanIn ( )
pure virtual

Implemented in PlayerObject.

◆ setDokanIn()

virtual bool PlayerBase::setDokanIn ( DokanDir dir)
virtual

◆ checkBgDokanIn()

bool PlayerBase::checkBgDokanIn ( sead::Vector3f * pos,
s32 * dst_next_goto_no,
DokanDir dir )

◆ setDokanInPos()

void PlayerBase::setDokanInPos ( sead::Vector3f pos,
DokanDir dir )

◆ setDemoOutDokanAction()

bool PlayerBase::setDemoOutDokanAction ( s32 dst_next_goto_no,
DokanDir dir )

◆ setDokanInNextGoto()

bool PlayerBase::setDokanInNextGoto ( s32 dst_next_goto_no)

◆ vf584()

virtual f32 PlayerBase::vf584 ( )
pure virtual

Implemented in PlayerObject.

◆ getDokanWallBgPointData()

virtual void PlayerBase::getDokanWallBgPointData ( ActorBgCollisionCheck::Sensor * sensor)
pure virtual

Implemented in PlayerObject.

◆ setDokanWaitAnm()

virtual void PlayerBase::setDokanWaitAnm ( bool move_in)
virtual

◆ initDemoOutDokanBase()

void PlayerBase::initDemoOutDokanBase ( )

◆ initDemoOutDokan()

virtual void PlayerBase::initDemoOutDokan ( )
pure virtual

Implemented in PlayerObject.

◆ endDemoOutDokan()

void PlayerBase::endDemoOutDokan ( )

◆ initDemoOutDokanUD()

void PlayerBase::initDemoOutDokanUD ( DokanDir dir)

◆ executeDemoOutDokanUD()

void PlayerBase::executeDemoOutDokanUD ( )

◆ initDemoOutDokanLR()

void PlayerBase::initDemoOutDokanLR ( DokanDir dir)

◆ executeDemoOutDokanLR()

void PlayerBase::executeDemoOutDokanLR ( )

◆ initDemoOutDokanRoll()

void PlayerBase::initDemoOutDokanRoll ( )

◆ setOutDokanAngle()

virtual bool PlayerBase::setOutDokanAngle ( )
pure virtual

Implemented in PlayerObject.

◆ initDemoInDokanBase()

void PlayerBase::initDemoInDokanBase ( DokanDir dir)

◆ initDemoInDokan()

virtual void PlayerBase::initDemoInDokan ( DokanDir dir)
pure virtual

Implemented in PlayerObject.

◆ endDemoInDokan()

void PlayerBase::endDemoInDokan ( )

◆ initDemoInDokanUD_()

void PlayerBase::initDemoInDokanUD_ ( DokanDir dir)
inlineprivate

◆ initDemoInDokanLR()

void PlayerBase::initDemoInDokanLR ( DokanDir dir)

◆ executeDemoInDokan()

void PlayerBase::executeDemoInDokan ( )

◆ getDokanCannonMoveXStep()

f32 PlayerBase::getDokanCannonMoveXStep ( ) const

◆ getDokanCannonMoveXThreshold()

f32 PlayerBase::getDokanCannonMoveXThreshold ( ) const

◆ getDokanCannonMoveYStep()

f32 PlayerBase::getDokanCannonMoveYStep ( ) const

◆ getDokanWaitAnmFixFrame()

f32 PlayerBase::getDokanWaitAnmFixFrame ( ) const

◆ vf5B4()

virtual void PlayerBase::vf5B4 ( )
virtual

◆ bouncePlayer1()

virtual bool PlayerBase::bouncePlayer1 ( f32 speed_y,
f32 speed_F,
bool enable_LR,
BounceType bounce_type,
JumpSe jump_se_type )
pure virtual

Implemented in PlayerObject.

◆ bouncePlayer2()

virtual bool PlayerBase::bouncePlayer2 ( f32 speed_y,
f32 speed_F,
bool enable_LR,
BounceType bounce_type,
JumpSe jump_se_type )
pure virtual

Implemented in PlayerObject.

◆ setWaitJumpAction()

bool PlayerBase::setWaitJumpAction ( )

◆ executeState()

void PlayerBase::executeState ( )

◆ changeState() [1/2]

void PlayerBase::changeState ( const StateID & state_id,
s32 param )

◆ changeState() [2/2]

void PlayerBase::changeState ( const StateID & state_id,
const JumpInf & jmp_inf )

◆ changeStateImpl()

void PlayerBase::changeStateImpl ( const StateID & state_id,
s32 param,
const JumpInf * jmp_inf )

◆ isState()

bool PlayerBase::isState ( const StateID & state_id) const
inline

◆ isOldState()

bool PlayerBase::isOldState ( const StateID & state_id) const
inline

◆ checkWalkNextAction()

virtual bool PlayerBase::checkWalkNextAction ( )
pure virtual

Implemented in PlayerObject.

◆ setWaitActionAnm()

virtual void PlayerBase::setWaitActionAnm ( AnmBlend blend)
pure virtual

Implemented in PlayerObject.

◆ setWalkActionAnm()

virtual void PlayerBase::setWalkActionAnm ( AnmBlend blend)
pure virtual

Implemented in PlayerObject.

◆ walkActionInit_Wait()

virtual void PlayerBase::walkActionInit_Wait ( AnmBlend blend)
pure virtual

Implemented in PlayerObject.

◆ walkAction_SetAnm()

void PlayerBase::walkAction_SetAnm ( AnmBlend blend)

◆ walkAction_Move()

void PlayerBase::walkAction_Move ( )

◆ calcSpeedOnIceLift()

void PlayerBase::calcSpeedOnIceLift ( )

◆ calcAccOnIceLift()

void PlayerBase::calcAccOnIceLift ( )

◆ checkTurn()

bool PlayerBase::checkTurn ( )

◆ setTurnEnd()

void PlayerBase::setTurnEnd ( )

◆ isWaitFrameCountMax()

virtual bool PlayerBase::isWaitFrameCountMax ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ setSlipAction()

virtual void PlayerBase::setSlipAction ( )
pure virtual

Implemented in PlayerObject.

◆ checkSlip()

bool PlayerBase::checkSlip ( )

◆ checkCrouchSlip()

bool PlayerBase::checkCrouchSlip ( )

◆ checkSlipEndKey()

bool PlayerBase::checkSlipEndKey ( )

◆ getSlipMaxSpeedF()

f32 PlayerBase::getSlipMaxSpeedF ( )

◆ changeActionSlipEnd()

void PlayerBase::changeActionSlipEnd ( AnmBlend blend)

◆ forceSlipToStoop()

void PlayerBase::forceSlipToStoop ( )

◆ setSlipAction_ToStoop()

void PlayerBase::setSlipAction_ToStoop ( )

◆ setSlipAction_ToEnd()

bool PlayerBase::setSlipAction_ToEnd ( AnmBlend blend = cAnmBlend_Enable)

◆ setSlipActionEnd()

void PlayerBase::setSlipActionEnd ( )

◆ setSlipActionViewLimitEnd()

void PlayerBase::setSlipActionViewLimitEnd ( )

◆ checkSakaReverse()

bool PlayerBase::checkSakaReverse ( )

◆ slipActionMove()

void PlayerBase::slipActionMove ( bool turned)

◆ checkSlipMoveEnd()

virtual bool PlayerBase::checkSlipMoveEnd ( )
pure virtual

Implemented in PlayerObject.

◆ setSlipEffect()

void PlayerBase::setSlipEffect ( )
inline

◆ setHipAttackOnEnemy()

virtual bool PlayerBase::setHipAttackOnEnemy ( const sead::Vector3f & target_pos)
pure virtual

Implemented in PlayerObject.

◆ setHipBlockBreak()

virtual void PlayerBase::setHipBlockBreak ( )
pure virtual

Implemented in PlayerObject.

◆ setHipAttack_Ready_()

void PlayerBase::setHipAttack_Ready_ ( )
inlineprivate

◆ setHipAttack_AttackStartBase()

void PlayerBase::setHipAttack_AttackStartBase ( )

◆ setHipAttack_AttackStart()

virtual void PlayerBase::setHipAttack_AttackStart ( )
pure virtual

Implemented in PlayerObject.

◆ setHipAttack_AttackFall()

void PlayerBase::setHipAttack_AttackFall ( )

◆ setHipAttack_StandNormal()

void PlayerBase::setHipAttack_StandNormal ( )

◆ setHipAttack_StandNormalEndBase()

void PlayerBase::setHipAttack_StandNormalEndBase ( )

◆ setHipAttack_StandNormalEnd()

virtual void PlayerBase::setHipAttack_StandNormalEnd ( )
pure virtual

Implemented in PlayerObject.

◆ setHipAttack_ToStoop()

void PlayerBase::setHipAttack_ToStoop ( )

◆ HipAction_Ready()

void PlayerBase::HipAction_Ready ( )

◆ HipAction_AttackStart()

void PlayerBase::HipAction_AttackStart ( )

◆ HipAction_AttackFall()

void PlayerBase::HipAction_AttackFall ( )

◆ HipAction_Ground()

void PlayerBase::HipAction_Ground ( )

◆ HipAction_StandNormal()

void PlayerBase::HipAction_StandNormal ( )

◆ HipAction_StandNormalEnd()

void PlayerBase::HipAction_StandNormalEnd ( )

◆ HipAction_ToStoop()

void PlayerBase::HipAction_ToStoop ( )

◆ setHipAttackSE()

void PlayerBase::setHipAttackSE ( )

◆ setHipAttackOnEnemyBase()

void PlayerBase::setHipAttackOnEnemyBase ( const sead::Vector3f & target_pos)

◆ updateHipAttackOnEnemy()

void PlayerBase::updateHipAttackOnEnemy ( )

◆ updateHipDropExEffect()

void PlayerBase::updateHipDropExEffect ( )

◆ checkCrouch()

virtual bool PlayerBase::checkCrouch ( )
pure virtual

Implemented in PlayerObject.

◆ setCrouchActionAnm()

void PlayerBase::setCrouchActionAnm ( )

◆ setCrouchWallSpeed()

void PlayerBase::setCrouchWallSpeed ( )

◆ setCrouchSmokeEffect()

void PlayerBase::setCrouchSmokeEffect ( )

◆ setCancelCrouch()

virtual bool PlayerBase::setCancelCrouch ( )
virtual

◆ setCrouchJump()

virtual bool PlayerBase::setCrouchJump ( )
virtual

◆ checkSitJumpRoof()

bool PlayerBase::checkSitJumpRoof ( )

◆ setHipAttackToKaniHangAction()

virtual bool PlayerBase::setHipAttackToKaniHangAction ( )
pure virtual

Implemented in PlayerObject.

◆ vf7F4()

virtual bool PlayerBase::vf7F4 ( ActorCollisionCheck * cc_self,
ActorCollisionCheck * cc_other )
pure virtual

Implemented in PlayerObject.

◆ setFunsui()

bool PlayerBase::setFunsui ( FunsuiType type)

◆ updateFunsuiPos()

bool PlayerBase::updateFunsuiPos ( f32 x,
f32 y )

◆ releaseFunsui()

bool PlayerBase::releaseFunsui ( f32 speed_y)

◆ releaseFunsuiAction()

virtual void PlayerBase::releaseFunsuiAction ( )
pure virtual

Implemented in PlayerObject.

◆ setCloudOn()

bool PlayerBase::setCloudOn ( Actor * cloud_actor)

◆ cancelCloudOn()

void PlayerBase::cancelCloudOn ( )

◆ getCloudOffsetY()

virtual f32 PlayerBase::getCloudOffsetY ( )
pure virtual

Implemented in PlayerObject.

◆ getCloudPos()

void PlayerBase::getCloudPos ( sead::Vector3f & pos)

◆ updateCloudMove()

bool PlayerBase::updateCloudMove ( )

◆ getCloud()

Actor * PlayerBase::getCloud ( )

◆ throwCarryActor()

virtual void PlayerBase::throwCarryActor ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ addCalcAngleY() [1/2]

Angle PlayerBase::addCalcAngleY ( const Angle & target,
f32 rate )

◆ addCalcAngleY() [2/2]

Angle PlayerBase::addCalcAngleY ( Angle target,
s32 num_frame )
inline

◆ turnAngle()

bool PlayerBase::turnAngle ( )

◆ turnBesideAngle() [1/2]

bool PlayerBase::turnBesideAngle ( DirType dir)

◆ turnBesideAngle() [2/2]

bool PlayerBase::turnBesideAngle ( )
inline

◆ getMukiAngle() [1/2]

Angle PlayerBase::getMukiAngle ( DirType dir)

◆ getMukiAngle() [2/2]

Angle PlayerBase::getMukiAngle ( )
inline

◆ getBesideMukiAngle() [1/2]

Angle PlayerBase::getBesideMukiAngle ( DirType dir)

◆ getBesideMukiAngle() [2/2]

Angle PlayerBase::getBesideMukiAngle ( )
inline

◆ DemoAnmNormal()

void PlayerBase::DemoAnmNormal ( )

◆ DemoAnmBossSetUp()

void PlayerBase::DemoAnmBossSetUp ( )

◆ DemoAnmBossGlad()

void PlayerBase::DemoAnmBossGlad ( )

◆ DemoAnmBossAttention()

void PlayerBase::DemoAnmBossAttention ( )

◆ DemoAnmBossKeyGet()

void PlayerBase::DemoAnmBossKeyGet ( )

◆ DemoAnmLastBoss2Glad()

void PlayerBase::DemoAnmLastBoss2Glad ( )

◆ DemoAnmLastBoss1Glad()

void PlayerBase::DemoAnmLastBoss1Glad ( )

◆ DemoAnmTitleSlip()

void PlayerBase::DemoAnmTitleSlip ( )

◆ DemoAnmEndingGlad()

void PlayerBase::DemoAnmEndingGlad ( )

◆ DemoAnmEndingGladWait()

void PlayerBase::DemoAnmEndingGladWait ( )

◆ DemoAnmTottenItem()

virtual void PlayerBase::DemoAnmTottenItem ( )
virtual

◆ coinJumpOnStampCB()

void PlayerBase::coinJumpOnStampCB ( s32 coin_num)

◆ coinFunsuiOnDamageCB()

void PlayerBase::coinFunsuiOnDamageCB ( s32 type,
Actor * eat_die_actor )

◆ reduceCoinNum_()

void PlayerBase::reduceCoinNum_ ( s32 coin_num)
inlineprivate

◆ adjustCoinReductionNumCB_()

s32 PlayerBase::adjustCoinReductionNumCB_ ( s32 coin_num)
private

◆ calcTimerProc()

virtual void PlayerBase::calcTimerProc ( )
virtual

◆ startQuakeShock()

virtual void PlayerBase::startQuakeShock ( Quake::ShockType shock_type)
virtual

Reimplemented in PlayerObject.

◆ startPatternRumble()

virtual void PlayerBase::startPatternRumble ( const char * pattern)
virtual

Reimplemented in PlayerObject.

◆ isCarry()

virtual bool PlayerBase::isCarry ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ isLiftUp()

virtual bool PlayerBase::isLiftUp ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ isCarryMamePlayer()

virtual bool PlayerBase::isCarryMamePlayer ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ isLiftUpExceptMame()

virtual bool PlayerBase::isLiftUpExceptMame ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ setZPosition() [1/2]

virtual void PlayerBase::setZPosition ( )
pure virtual

Implemented in PlayerObject.

◆ setZPosition() [2/2]

virtual void PlayerBase::setZPosition ( f32 z)
pure virtual

Implemented in PlayerObject.

◆ setZPositionDirect()

virtual void PlayerBase::setZPositionDirect ( f32 z)
pure virtual

Implemented in PlayerObject.

◆ offZPosSetNone()

virtual void PlayerBase::offZPosSetNone ( )
pure virtual

Implemented in PlayerObject.

◆ getModel() [1/2]

PlayerModelBase * PlayerBase::getModel ( )

◆ getModel() [2/2]

const PlayerModelBase * PlayerBase::getModel ( ) const

◆ getAnkleCenterPos()

void PlayerBase::getAnkleCenterPos ( sead::Vector3f * pos)

◆ isFaceRot()

virtual bool PlayerBase::isFaceRot ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ getGravityData()

virtual const PlayerGravityHIO * PlayerBase::getGravityData ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ getSakaType()

ActorBgCollisionCheck::SakaType PlayerBase::getSakaType ( DirType dir)

◆ getSakaMaxSpeedRatio()

f32 PlayerBase::getSakaMaxSpeedRatio ( DirType dir)

◆ getSakaStopAccele()

f32 PlayerBase::getSakaStopAccele ( DirType dir)

◆ getSakaMoveAccele()

f32 PlayerBase::getSakaMoveAccele ( DirType dir)

◆ getIceSakaSlipOffSpeed()

f32 PlayerBase::getIceSakaSlipOffSpeed ( )

◆ maxFallSpeedSet()

virtual void PlayerBase::maxFallSpeedSet ( )
virtual

◆ gravitySet()

void PlayerBase::gravitySet ( )

◆ moveSpeedSet()

void PlayerBase::moveSpeedSet ( )

◆ simpleMoveSpeedSet()

void PlayerBase::simpleMoveSpeedSet ( )

◆ powerSet()

void PlayerBase::powerSet ( )

◆ grandPowerSet()

void PlayerBase::grandPowerSet ( )

◆ slipPowerSet() [1/2]

void PlayerBase::slipPowerSet ( )

◆ normalPowerSet()

void PlayerBase::normalPowerSet ( )

◆ slipPowerSet() [2/2]

void PlayerBase::slipPowerSet ( bool slip)
inline

◆ airPowerSet()

void PlayerBase::airPowerSet ( )

◆ setJumpGravity() [1/2]

void PlayerBase::setJumpGravity ( )

◆ setNormalJumpGravity()

void PlayerBase::setNormalJumpGravity ( )

◆ setButtonJumpGravity()

void PlayerBase::setButtonJumpGravity ( )

◆ setUnkJumpGravity()

void PlayerBase::setUnkJumpGravity ( )

◆ setJumpGravity() [2/2]

void PlayerBase::setJumpGravity ( const f32 * thresholds,
const f32 * gravities )
inline

◆ setSandMoveSpeed()

bool PlayerBase::setSandMoveSpeed ( )

◆ getPowerChangeType()

PowerChangeType PlayerBase::getPowerChangeType ( bool penguin_slide = false)

◆ icePowerChange()

void PlayerBase::icePowerChange ( bool slip)

◆ getSpeedData()

PlayerSpeedHIO * PlayerBase::getSpeedData ( ) const
inline

◆ getPowerData()

void PlayerBase::getPowerData ( PlayerPowerData & out_data)

◆ getPowerTurnData()

void PlayerBase::getPowerTurnData ( PlayerPowerTurnData & out_data)

◆ setHopAirDrift()

void PlayerBase::setHopAirDrift ( )

◆ getThrowSpeed()

f32 PlayerBase::getThrowSpeed ( )

◆ getThrowLoopPosX()

f32 PlayerBase::getThrowLoopPosX ( f32 x)

◆ calcPlayerSpeedXY()

void PlayerBase::calcPlayerSpeedXY ( )

◆ posMoveAnglePlayer()

void PlayerBase::posMoveAnglePlayer ( const sead::Vector3f & speed)

◆ posMoveAnglePenguin()

void PlayerBase::posMoveAnglePenguin ( const sead::Vector3f & speed)

◆ initAirDriftSpeedF()

void PlayerBase::initAirDriftSpeedF ( f32 start_val,
f32 len_frames )

◆ calcAirDriftSpeedF()

void PlayerBase::calcAirDriftSpeedF ( )

◆ setJump()

bool PlayerBase::setJump ( u8 ,
JumpSe jump_se_type )

◆ setDelayHelpJump()

bool PlayerBase::setDelayHelpJump ( )

◆ checkJumpTrigger()

bool PlayerBase::checkJumpTrigger ( )

◆ setFallAction()

virtual void PlayerBase::setFallAction ( )
pure virtual

Implemented in PlayerObject.

◆ setWaitJump()

bool PlayerBase::setWaitJump ( )

◆ setWaitJump_()

bool PlayerBase::setWaitJump_ ( f32 speed_y)
inlineprivate

◆ setJumpSpeed()

void PlayerBase::setJumpSpeed ( )

◆ getJumpSpeedBase()

f32 PlayerBase::getJumpSpeedBase ( )

◆ getJumpSpeed()

virtual f32 PlayerBase::getJumpSpeed ( )
pure virtual

Implemented in PlayerObject.

◆ getMoveJumpSpeed()

virtual f32 PlayerBase::getMoveJumpSpeed ( )
pure virtual

Implemented in PlayerObject.

◆ setJumpSound()

virtual void PlayerBase::setJumpSound ( JumpSe jump_se_type)
pure virtual

Implemented in PlayerObject.

◆ vf8AC()

virtual void PlayerBase::vf8AC ( bool )
pure virtual

Implemented in PlayerObject.

◆ setJumpDaiRide()

bool PlayerBase::setJumpDaiRide ( )

◆ setPlayerJumpDai()

bool PlayerBase::setPlayerJumpDai ( PlayerBase * player_other)

◆ getPlayerJumpDai()

PlayerBase * PlayerBase::getPlayerJumpDai ( )

◆ setPlayerJumoDaiPos()

void PlayerBase::setPlayerJumoDaiPos ( )

◆ isNoDamage()

virtual bool PlayerBase::isNoDamage ( )
pure virtual

Implemented in PlayerObject.

◆ isNoDamagePlayer()

virtual bool PlayerBase::isNoDamagePlayer ( )
pure virtual

Implemented in PlayerObject.

◆ setNormalDamage()

virtual bool PlayerBase::setNormalDamage ( ActorCollisionCheck * cc)
pure virtual

Implemented in PlayerObject.

◆ setDamage()

virtual bool PlayerBase::setDamage ( Actor * actor,
DamageType type )
pure virtual

Implemented in PlayerObject, and Yoshi.

◆ setForcedDamage()

virtual bool PlayerBase::setForcedDamage ( Actor * actor,
DamageType type )
pure virtual

Implemented in PlayerObject.

◆ setFlyDamage()

virtual bool PlayerBase::setFlyDamage ( DamageType type,
DirType dir,
bool ,
bool ,
f32 speed_F,
f32 speed_y )
pure virtual

Implemented in PlayerObject.

◆ setDamage2()

virtual bool PlayerBase::setDamage2 ( Actor * actor,
DamageType type )
pure virtual

Implemented in PlayerObject.

◆ setPressBgDamage()

virtual bool PlayerBase::setPressBgDamage ( DamageType type,
bool  )
pure virtual

Implemented in PlayerObject.

◆ isFlyDamageType()

bool PlayerBase::isFlyDamageType ( DamageType type)

◆ setYoganDamageEffect()

void PlayerBase::setYoganDamageEffect ( )

◆ setPoisonDamageEffect()

void PlayerBase::setPoisonDamageEffect ( )

◆ clearTreadCount()

void PlayerBase::clearTreadCount ( )

◆ getTreadCount()

s8 PlayerBase::getTreadCount ( ) const
inline

◆ calcTreadCount()

s8 PlayerBase::calcTreadCount ( s32 max)

◆ clearComboCount()

void PlayerBase::clearComboCount ( )
inline

◆ getComboCount()

s8 PlayerBase::getComboCount ( ) const
inline

◆ calcComboCount()

s8 PlayerBase::calcComboCount ( s32 max)

◆ clearStarCount()

virtual void PlayerBase::clearStarCount ( )
pure virtual

Implemented in PlayerObject.

◆ getStarCount()

virtual s8 PlayerBase::getStarCount ( ) const
pure virtual

Implemented in PlayerObject.

◆ calcStarCount()

virtual s8 PlayerBase::calcStarCount ( s32 max)
pure virtual

Implemented in PlayerObject.

◆ setStar()

virtual void PlayerBase::setStar ( StarSet set_type = cStarSet_Default,
s32 time = 0 )
pure virtual

Implemented in PlayerObject.

◆ isStar()

virtual bool PlayerBase::isStar ( ) const
pure virtual

Implemented in PlayerObject.

◆ endStar()

virtual void PlayerBase::endStar ( )
pure virtual

Implemented in PlayerObject.

◆ setVirusStar()

virtual void PlayerBase::setVirusStar ( PlayerBase * other)
pure virtual

Implemented in PlayerObject.

◆ resetLight()

virtual void PlayerBase::resetLight ( )
inlinevirtual

Reimplemented in PlayerObject.

◆ getHipDropEffectID()

virtual EffectID PlayerBase::getHipDropEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getHipDropExEffectID()

virtual EffectID PlayerBase::getHipDropExEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getHipDropSurfaceEffectID()

virtual EffectID PlayerBase::getHipDropSurfaceEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getHipDropBlurEffectID()

virtual EffectID PlayerBase::getHipDropBlurEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getSlipSmokeEffectID()

virtual EffectID PlayerBase::getSlipSmokeEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getTurnBrakeEffectID()

virtual EffectID PlayerBase::getTurnBrakeEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getTurnBrakeSmokeEffectID()

virtual EffectID PlayerBase::getTurnBrakeSmokeEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getRunSmokeEffectID()

virtual EffectID PlayerBase::getRunSmokeEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getDashSmokeEffectID()

virtual EffectID PlayerBase::getDashSmokeEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getLandingSmokeEffectID()

virtual EffectID PlayerBase::getLandingSmokeEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getWaterSplashEffectID()

virtual EffectID PlayerBase::getWaterSplashEffectID ( bool big)
pure virtual

Implemented in PlayerObject.

◆ getWaterSplashSEffectID()

virtual EffectID PlayerBase::getWaterSplashSEffectID ( )
pure virtual

Implemented in PlayerObject.

◆ getPoisonSplashEffectID()

virtual EffectID PlayerBase::getPoisonSplashEffectID ( bool big)
pure virtual

Implemented in PlayerObject.

◆ getLavaSplashEffectID()

virtual EffectID PlayerBase::getLavaSplashEffectID ( bool big)
pure virtual

Implemented in PlayerObject.

◆ getLavaWaveSplashEffectID()

virtual EffectID PlayerBase::getLavaWaveSplashEffectID ( bool big)
pure virtual

Implemented in PlayerObject.

◆ setHipAttackEffect()

void PlayerBase::setHipAttackEffect ( )

◆ updateHipAttackEffect()

bool PlayerBase::updateHipAttackEffect ( )

◆ setHipAttackDropEffect()

void PlayerBase::setHipAttackDropEffect ( )

◆ setSlipSmokeEffect()

void PlayerBase::setSlipSmokeEffect ( )

◆ setBrakeSmokeEffect()

void PlayerBase::setBrakeSmokeEffect ( )
inline

◆ setTurnSmokeEffect()

virtual void PlayerBase::setTurnSmokeEffect ( bool with_brake)
virtual

◆ fadeOutTurnEffect()

void PlayerBase::fadeOutTurnEffect ( )

◆ setRunFootEffect()

void PlayerBase::setRunFootEffect ( )

◆ setLandSmokeEffectLight()

void PlayerBase::setLandSmokeEffectLight ( )

◆ setStartJumpEffect()

void PlayerBase::setStartJumpEffect ( bool with_smoke)

◆ setLandJumpEffect()

void PlayerBase::setLandJumpEffect ( )

◆ endWaterFunsuiEffect()

void PlayerBase::endWaterFunsuiEffect ( )

◆ updateWaterFunsuiEffect()

void PlayerBase::updateWaterFunsuiEffect ( )

◆ setWaterInEffect()

void PlayerBase::setWaterInEffect ( const sead::Vector3f & pos,
bool deep )

◆ setWaterOutEffect()

void PlayerBase::setWaterOutEffect ( const sead::Vector3f & pos,
bool deep )

◆ updateWaterEffect()

void PlayerBase::updateWaterEffect ( )

◆ setHipDropExEffect()

void PlayerBase::setHipDropExEffect ( )

◆ setSandEffect()

void PlayerBase::setSandEffect ( )

◆ setVsPlHipAttackEffect()

void PlayerBase::setVsPlHipAttackEffect ( )

◆ isDisableSound()

bool PlayerBase::isDisableSound ( StartSoundType type)

◆ startSound() [1/2]

void PlayerBase::startSound ( const char * label,
StartSoundType type = cStartSoundType_Normal )

◆ startSound() [2/2]

void PlayerBase::startSound ( const char * label,
s16 seq_var,
StartSoundType type = cStartSoundType_Normal )

◆ holdSound() [1/2]

void PlayerBase::holdSound ( const char * label,
StartSoundType type = cStartSoundType_Normal )

◆ holdSound() [2/2]

void PlayerBase::holdSound ( const char * label,
s16 seq_var,
StartSoundType type = cStartSoundType_Normal )

◆ startVoiceSound()

void PlayerBase::startVoiceSound ( PlayerVoiceID voice_id,
StartSoundType type = cStartSoundType_Normal )

◆ setItemCompleteVoice()

void PlayerBase::setItemCompleteVoice ( )

◆ setHitBlockSE()

void PlayerBase::setHitBlockSE ( )

◆ startFootSoundPlayer()

void PlayerBase::startFootSoundPlayer ( const char * label)

◆ setFootSound()

void PlayerBase::setFootSound ( )

◆ setFootSE()

void PlayerBase::setFootSE ( BgAttr attr)

◆ setLandSE()

void PlayerBase::setLandSE ( )

◆ setSlipSE()

void PlayerBase::setSlipSE ( )

◆ setTurnSE()

void PlayerBase::setTurnSE ( )

◆ changeSubjectState()

void PlayerBase::changeSubjectState ( const StateID & state_id)

◆ executeSubjectState()

void PlayerBase::executeSubjectState ( )

◆ isSubjectState()

bool PlayerBase::isSubjectState ( const StateID & state_id) const
inline

◆ isOldSubjectState()

bool PlayerBase::isOldSubjectState ( const StateID & state_id) const
inline

◆ setSubjectClearCourseOut()

void PlayerBase::setSubjectClearCourseOut ( )

◆ isSubjectDone()

bool PlayerBase::isSubjectDone ( )

◆ subjectClearRequest()

void PlayerBase::subjectClearRequest ( )

◆ trySetSubjectCoinClear()

void PlayerBase::trySetSubjectCoinClear ( )

◆ setDownFinishSubjectCoin()

void PlayerBase::setDownFinishSubjectCoin ( )

◆ setDownFinishSubject()

void PlayerBase::setDownFinishSubject ( )

◆ setFumiSubjectCoinEndClear()

bool PlayerBase::setFumiSubjectCoinEndClear ( )

◆ setSubjectCoinTimeUp()

virtual void PlayerBase::setSubjectCoinTimeUp ( )
pure virtual

Implemented in PlayerObject.

◆ setSubjectClear()

virtual void PlayerBase::setSubjectClear ( )
pure virtual

Implemented in PlayerObject.

◆ setSubjectFail()

virtual void PlayerBase::setSubjectFail ( )
pure virtual

Implemented in PlayerObject.

◆ setShadowFail()

virtual void PlayerBase::setShadowFail ( )
pure virtual

Implemented in PlayerObject.

◆ calcHeadAttentionAngle()

void PlayerBase::calcHeadAttentionAngle ( )

◆ searchPlayerAttention_()

PlayerBase * PlayerBase::searchPlayerAttention_ ( const sead::Vector2f & src_pos)
private

◆ calcHeadAttentionAngle_()

bool PlayerBase::calcHeadAttentionAngle_ ( const sead::Vector2f & target_pos,
sead::BitFlag32 flag,
Angle max_angle_y )
private

◆ getPlayerKey()

const PlayerKey & PlayerBase::getPlayerKey ( ) const
inline

◆ onStatus()

void PlayerBase::onStatus ( s32 bit)
inline

◆ offStatus()

void PlayerBase::offStatus ( s32 bit)
inline

◆ isStatus()

bool PlayerBase::isStatus ( s32 bit)
inline

◆ onNowBgCross()

void PlayerBase::onNowBgCross ( s32 bit)
inline

◆ offNowBgCross()

void PlayerBase::offNowBgCross ( s32 bit)
inline

◆ isNowBgCross()

bool PlayerBase::isNowBgCross ( s32 bit)
inline

◆ onOldBgCross()

void PlayerBase::onOldBgCross ( s32 bit)
inline

◆ offOldBgCross()

void PlayerBase::offOldBgCross ( s32 bit)
inline

◆ isOldBgCross()

bool PlayerBase::isOldBgCross ( s32 bit)
inline

◆ getPlayerMode()

PlayerMode PlayerBase::getPlayerMode ( ) const
inline

Member Data Documentation

◆ cFireShootFrame

const f32 PlayerBase::cFireShootFrame
static

◆ cOldBgCrossFootNum

const s32 PlayerBase::cOldBgCrossFootNum = 10
static

◆ cDirSpeed

const f32 PlayerBase::cDirSpeed[cDirType_NumX]
static

◆ cJumpSpeed

const f32 PlayerBase::cJumpSpeed
static

◆ cUnkZero

const f32 PlayerBase::cUnkZero
static

◆ cWaterNumaJumpSpeed

const f32 PlayerBase::cWaterNumaJumpSpeed
static

◆ cMaxFallSpeed

const f32 PlayerBase::cMaxFallSpeed
static

◆ cMaxFallSpeed_Foot

const f32 PlayerBase::cMaxFallSpeed_Foot
static

◆ cTurnPowerUpRate

const f32 PlayerBase::cTurnPowerUpRate
static

◆ cWaterCancelCrouchAnmSpeed

const f32 PlayerBase::cWaterCancelCrouchAnmSpeed
static

◆ cAddCalcAngleYFrameNum_Default

const s32 PlayerBase::cAddCalcAngleYFrameNum_Default = 10
static

◆ cAddCalcAngleYFrameNum_DemoOutDoor

const s32 PlayerBase::cAddCalcAngleYFrameNum_DemoOutDoor = 5
static

◆ mExecuteFreezeTimer

s32 PlayerBase::mExecuteFreezeTimer
protected

◆ mModelBaseMgr

PlayerModelBaseMgr* PlayerBase::mModelBaseMgr
protected

◆ _284

sead::Vector3f PlayerBase::_284
protected

◆ mMaskPosInterpSrcType

s32 PlayerBase::mMaskPosInterpSrcType
protected

◆ mMaskPosInterpTimer

s32 PlayerBase::mMaskPosInterpTimer
protected

◆ mMaskPos

sead::Vector3f PlayerBase::mMaskPos
protected

◆ _2a4

s32 PlayerBase::_2a4
protected

◆ mPlayerKey

PlayerKey PlayerBase::mPlayerKey
protected

◆ mAudioObj

GameAudio::AudioObjctPly PlayerBase::mAudioObj
protected

◆ mAttentionLookat

AttentionLookat PlayerBase::mAttentionLookat
protected

◆ mStatus

Bitfield<cStatus_MaxBitNum> PlayerBase::mStatus
protected

◆ mHeight

f32 PlayerBase::mHeight
protected

◆ _4b8

u32 PlayerBase::_4b8
protected

◆ mFrameEndPosDelta

sead::Vector3f PlayerBase::mFrameEndPosDelta
protected

◆ _4c8

sead::Vector3f PlayerBase::_4c8
protected

◆ mSpeedData_Normal

PlayerSpeedHIO* PlayerBase::mSpeedData_Normal
protected

◆ mSpeedData_Star

PlayerSpeedHIO* PlayerBase::mSpeedData_Star
protected

◆ mGravityData

const PlayerGravityHIO* PlayerBase::mGravityData
protected

◆ mNoGravityTimer

s32 PlayerBase::mNoGravityTimer
protected

◆ _4e4

f32 PlayerBase::_4e4
protected

◆ _4e8

bool PlayerBase::_4e8
protected

◆ mNextFrameSpeed

sead::Vector3f PlayerBase::mNextFrameSpeed
protected

◆ mPriority

u8 PlayerBase::mPriority
protected

◆ mTreadCnt

s8 PlayerBase::mTreadCnt
protected

◆ mPlComboCnt

s8 PlayerBase::mPlComboCnt
protected

◆ mCharacter

PlayerCharacter PlayerBase::mCharacter
protected

◆ mMode

PlayerMode PlayerBase::mMode
protected

◆ mBgCheckPlayer

ActorBgCollisionPlayerCheck PlayerBase::mBgCheckPlayer
protected

◆ mBcSensorHead

ActorBgCollisionCheck::Sensor PlayerBase::mBcSensorHead
protected

◆ mBcSensorFoot

ActorBgCollisionCheck::Sensor PlayerBase::mBcSensorFoot
protected

◆ mBcSensorWall

ActorBgCollisionCheck::Sensor PlayerBase::mBcSensorWall
protected

◆ mNowBgCross

Bitfield<cBgCross_MaxBitNum> PlayerBase::mNowBgCross
protected

◆ mOldBgCross

Bitfield<cBgCross_MaxBitNum> PlayerBase::mOldBgCross
protected

◆ mOldBgCrossFoot

sead::SafeArray< BOOL, cOldBgCrossFootNum > PlayerBase::mOldBgCrossFoot
protected

◆ _1b0c

f32 PlayerBase::_1b0c
protected

◆ mKaniPosY

f32 PlayerBase::mKaniPosY
protected

◆ mSakaType

ActorBgCollisionCheck::SakaType PlayerBase::mSakaType
protected

◆ mSpeedSakaAngle

Angle PlayerBase::mSpeedSakaAngle
protected

◆ mSpeedSakaAnglePrev

Angle PlayerBase::mSpeedSakaAnglePrev
protected

◆ mBaseSakaAngle

Angle PlayerBase::mBaseSakaAngle
protected

◆ mBaseSakaAnglePrev

Angle PlayerBase::mBaseSakaAnglePrev
protected

◆ _1b28

sead::Vector3f PlayerBase::_1b28
protected

◆ mBgAttr

BgAttr PlayerBase::mBgAttr
protected

◆ mWallAngle

Angle PlayerBase::mWallAngle
protected

◆ mWaterSurfacePosY

f32 PlayerBase::mWaterSurfacePosY
protected

◆ mWaterSurfacePosYPrev

f32 PlayerBase::mWaterSurfacePosYPrev
protected

◆ mWaterType

WaterType PlayerBase::mWaterType
protected

◆ mWaterDepthType

s32 PlayerBase::mWaterDepthType
protected

◆ mAirWaterHitPos

sead::Vector3f PlayerBase::mAirWaterHitPos
protected

◆ mAirWaterHitAngle

Angle PlayerBase::mAirWaterHitAngle
protected

◆ mSinkSandSurfacePosY

f32 PlayerBase::mSinkSandSurfacePosY
protected

◆ mBgSpeed

sead::Vector2f PlayerBase::mBgSpeed
protected

◆ mBgSpeedPrev

sead::Vector2f PlayerBase::mBgSpeedPrev
protected

◆ mSandSinkRate

f32 PlayerBase::mSandSinkRate
protected

◆ mDispSideLimitPad

f32 PlayerBase::mDispSideLimitPad
protected

◆ mIsBgDamageEnable

bool PlayerBase::mIsBgDamageEnable
protected

◆ mDamageBgTypeInfo

BgUnitCode::TypeInfo_Damage PlayerBase::mDamageBgTypeInfo
protected

◆ mBgPressIDBuffer

sead::FixedRingBuffer< ActorUniqueID, 2 > PlayerBase::mBgPressIDBuffer
protected

◆ mLineSpinLiftID

ActorUniqueID PlayerBase::mLineSpinLiftID
protected

◆ _1b9c

u32 PlayerBase::_1b9c
protected

◆ mNoHitObjBgTimer

s32 PlayerBase::mNoHitObjBgTimer
protected

◆ mAirDriftSpeedFStart

f32 PlayerBase::mAirDriftSpeedFStart
protected

◆ mAirDriftSpeedF

f32 PlayerBase::mAirDriftSpeedF
protected

◆ mAirDriftSpeedFDecelStep

f32 PlayerBase::mAirDriftSpeedFDecelStep
protected

◆ mAddBgSpeedF

f32 PlayerBase::mAddBgSpeedF
protected

◆ mJumpAddSpeedHoldTimer

s32 PlayerBase::mJumpAddSpeedHoldTimer
protected

◆ mCollisionCheck2_React

ActorCollisionCheck PlayerBase::mCollisionCheck2_React
protected

◆ mCollisionCheck3_React

ActorCollisionCheck PlayerBase::mCollisionCheck3_React
protected

◆ mCollisionCheck4_Attack

ActorCollisionCheck PlayerBase::mCollisionCheck4_Attack
protected

◆ mCollisionCheck5_Attack

ActorCollisionCheck PlayerBase::mCollisionCheck5_Attack
protected

◆ mDrcTouchCallback

PlayerDrcTouchCB PlayerBase::mDrcTouchCallback
protected

◆ mInvincibilityTimer

s32 PlayerBase::mInvincibilityTimer
protected

◆ _2060

s32 PlayerBase::_2060
protected

◆ _2064

s32 PlayerBase::_2064
protected

◆ _2068

s32 PlayerBase::_2068
protected

◆ _206c

s32 PlayerBase::_206c
protected

◆ _2070

s32 PlayerBase::_2070
protected

◆ mCcPlayerRevSpeedFScale

f32 PlayerBase::mCcPlayerRevSpeedFScale
protected

◆ mCcPlayerRevSpeedFStart

f32 PlayerBase::mCcPlayerRevSpeedFStart
protected

◆ mCcPlayerRevSpeedF

f32 PlayerBase::mCcPlayerRevSpeedF
protected

◆ _2080

f32 PlayerBase::_2080
protected

◆ _2084

bool PlayerBase::_2084
protected

◆ _2085

bool PlayerBase::_2085
protected

◆ mNoHitPlayerTimer

s32 PlayerBase::mNoHitPlayerTimer
protected

◆ mNoHitPlayerID

ActorUniqueID PlayerBase::mNoHitPlayerID
protected

◆ mReductionMode

ReductionMode PlayerBase::mReductionMode
protected

◆ mReductionStep

u32 PlayerBase::mReductionStep
protected

◆ mReductionScale

f32 PlayerBase::mReductionScale
protected

◆ mReductionSimpleMoveTimer

s32 PlayerBase::mReductionSimpleMoveTimer
protected

◆ mNoStampPlayerJumpTimer

s32 PlayerBase::mNoStampPlayerJumpTimer
protected

◆ _20a4

sead::SafeArray< u32, cDirType_NumX > PlayerBase::_20a4
protected

◆ _20ac

sead::SafeArray< f32, cDirType_NumX > PlayerBase::_20ac
protected

◆ mDemoStateMgr

FStateMgr<PlayerBase> PlayerBase::mDemoStateMgr
protected

◆ mChangeDemoStateParam

s32 PlayerBase::mChangeDemoStateParam
protected

◆ mDemoTypeFlag

sead::BitFlag32 PlayerBase::mDemoTypeFlag
protected

◆ mDemoAction

s32 PlayerBase::mDemoAction
protected

◆ mDemoSubAction

s32 PlayerBase::mDemoSubAction
protected

◆ mDemoActionTimer

s32 PlayerBase::mDemoActionTimer
protected

◆ _20ec

s32 PlayerBase::_20ec
protected

◆ mPlayerJumpDaiID

ActorUniqueID PlayerBase::mPlayerJumpDaiID
protected

◆ mDstNextGotoID

s32 PlayerBase::mDstNextGotoID
protected

◆ mNextGotoType

NextGotoType PlayerBase::mNextGotoType
protected

◆ mNextGotoDelay

NextGotoBlockDelay PlayerBase::mNextGotoDelay
protected

◆ _2100

sead::Vector2f PlayerBase::_2100
protected

◆ _2108

sead::Vector2f PlayerBase::_2108
protected

◆ mFaderPos

sead::Vector3f PlayerBase::mFaderPos
protected

◆ mIsLastPlayer

bool PlayerBase::mIsLastPlayer
protected

◆ mGoalPoleHeight

f32 PlayerBase::mGoalPoleHeight
protected

◆ mGoalBaseLandPos

f32 PlayerBase::mGoalBaseLandPos
protected

◆ mGoalDemoNo

s32 PlayerBase::mGoalDemoNo
protected

◆ mGoalDemoOrder

s32 PlayerBase::mGoalDemoOrder
protected

◆ mGoalBasePosY

f32 PlayerBase::mGoalBasePosY
protected

◆ mGoalYoshiSpitOutTimer

s32 PlayerBase::mGoalYoshiSpitOutTimer
protected

◆ mGoalLandTimer

s32 PlayerBase::mGoalLandTimer
protected

◆ mGoalLandPos

sead::Vector3f PlayerBase::mGoalLandPos
protected

◆ _2148

u32 PlayerBase::_2148
protected

◆ _214c

s32 PlayerBase::_214c
protected

◆ mDokanDir

DokanDir PlayerBase::mDokanDir
protected

◆ mDokanPos

sead::Vector3f PlayerBase::mDokanPos
protected

◆ mDokanFaderPos

sead::Vector3f PlayerBase::mDokanFaderPos
protected

◆ mDokanPosMoveDelta

sead::Vector2f PlayerBase::mDokanPosMoveDelta
protected

◆ mDokanType

DokanType PlayerBase::mDokanType
protected

◆ mDokanMoveYOffset

f32 PlayerBase::mDokanMoveYOffset
protected

◆ mDokanMoveXThreshold

f32 PlayerBase::mDokanMoveXThreshold
protected

◆ mDokanInTimerL

u32 PlayerBase::mDokanInTimerL
protected

◆ mDokanInTimerR

u32 PlayerBase::mDokanInTimerR
protected

◆ mDokanBgCollision

ActorBoxBgCollision* PlayerBase::mDokanBgCollision
protected

◆ mIsDokanSwim

bool PlayerBase::mIsDokanSwim
protected

◆ _2190

f32 PlayerBase::_2190
protected

◆ _2194

u32 PlayerBase::_2194
protected

◆ _2198

bool PlayerBase::_2198
protected

◆ mStateMgr

FStateMgr<PlayerBase> PlayerBase::mStateMgr
protected

◆ mChangeStateJmpInf

const JumpInf* PlayerBase::mChangeStateJmpInf
protected

◆ mChangeStateParam

s32 PlayerBase::mChangeStateParam
protected

◆ mAction

s32 PlayerBase::mAction
protected

◆ mActionTimer

s32 PlayerBase::mActionTimer
protected

◆ mActionSubTimer

s32 PlayerBase::mActionSubTimer
protected

◆ mRideActorID

ActorUniqueID PlayerBase::mRideActorID
protected

◆ _21d8

s32 PlayerBase::_21d8
protected

◆ _21dc

u32 PlayerBase::_21dc
protected

◆ _21e0

s32 PlayerBase::_21e0
protected

◆ _21e4

s32 PlayerBase::_21e4
protected

◆ _21e8

s32 PlayerBase::_21e8
protected

◆ mFunsuiType

FunsuiType PlayerBase::mFunsuiType
protected

◆ mFunsuiPos

sead::Vector2f PlayerBase::mFunsuiPos
protected

◆ mJumpDaiSpeedFReserve

f32 PlayerBase::mJumpDaiSpeedFReserve
protected

◆ mRidePlayerPosDelta

sead::Vector3f PlayerBase::mRidePlayerPosDelta
protected

◆ mHipAttackOnEnemyPos

sead::Vector3f PlayerBase::mHipAttackOnEnemyPos
protected

◆ mHipAttackEffectStep

u32 PlayerBase::mHipAttackEffectStep
protected

◆ mRideNatPosY

f32 PlayerBase::mRideNatPosY
protected

◆ mFrameEndFollowMameKuribo

s32 PlayerBase::mFrameEndFollowMameKuribo
protected

◆ mFollowMameKuribo

s32 PlayerBase::mFollowMameKuribo
protected

◆ mPenguinSlideCooldown

s32 PlayerBase::mPenguinSlideCooldown
protected

◆ mAnimePlayType

AnimePlayType PlayerBase::mAnimePlayType
protected

◆ mEffectObjCommon

EffectObj PlayerBase::mEffectObjCommon
protected

◆ mSlipSmokeEffect

EffectObj PlayerBase::mSlipSmokeEffect
protected

◆ _22fc

EffectObj PlayerBase::_22fc
protected

◆ mFootEffect

EffectObj PlayerBase::mFootEffect
protected

◆ mHipAttackDropEffect

EffectObj PlayerBase::mHipAttackDropEffect
protected

◆ mHipAttackEffect

FollowEffect PlayerBase::mHipAttackEffect
protected

◆ mHipAttackEffectPos

sead::Vector3f PlayerBase::mHipAttackEffectPos
protected

◆ mHipdropExEffect

HipdropExEffect PlayerBase::mHipdropExEffect
protected

◆ _2498

EffectObj PlayerBase::_2498
protected

◆ _2500

EffectObj PlayerBase::_2500
protected

◆ mTurnBrakeEffect

FollowEffect PlayerBase::mTurnBrakeEffect
protected

◆ mTurnBrakeSmokeEffect

FollowEffect PlayerBase::mTurnBrakeSmokeEffect
protected

◆ mTurnBrakeBgAttr

BgAttr PlayerBase::mTurnBrakeBgAttr
protected

◆ mIsTurnBrakeEffectEnable

bool PlayerBase::mIsTurnBrakeEffectEnable
protected

◆ mIsTurnBrakeSmokeEffectEnable

bool PlayerBase::mIsTurnBrakeSmokeEffectEnable
protected

◆ _25f0

u32 PlayerBase::_25f0
protected

◆ mWaterFunsuiEffect

EffectObj PlayerBase::mWaterFunsuiEffect
protected

◆ mWaterFunsuiEffectStep

u32 PlayerBase::mWaterFunsuiEffectStep
protected

◆ mWaterFunsuiEffectTimer

s32 PlayerBase::mWaterFunsuiEffectTimer
protected

◆ mWaterEffect

sead::SafeArray<FollowEffect, 3> PlayerBase::mWaterEffect
protected

◆ mSubjectStateMgr

FStateMgr<PlayerBase> PlayerBase::mSubjectStateMgr
protected

◆ mSubjectClearWaitTimer

s32 PlayerBase::mSubjectClearWaitTimer
protected

◆ mIsSubjectClear

bool PlayerBase::mIsSubjectClear
protected