|
| | ItemBase (const ActorCreateParam ¶m) |
| virtual | ~ItemBase () |
| bool | draw () override |
| | Main rendering callback for the actor. Called every frame (the game runs at exactly 60 FPS).
|
| void | setPlayerNo (s8 ID) override |
| ActorBgCollisionCheck * | getBgCheck () override |
| void | setCarryFall (Actor *, s32) override |
| bool | isSpinLiftUpEnable () override |
| void | setSpinLiftUpActor (Actor *player) override |
| void | allEnemyDeathEffSet () override |
| void | waterSplashEffect (const sead::Vector3f &pos) override |
| void | yoganSplashEffect (const sead::Vector3f &pos) override |
| void | yoganWaveSplashEffect (const sead::Vector3f &pos) override |
| void | poisonSplashEffect (const sead::Vector3f &pos) override |
| void | blockHitInit_ () override |
| void | setWaterFunsui_ (bool enable) override |
| void | beginFunsui_ () override |
| void | endFunsui_ (f32 speed_y) override |
| bool | isFunsui_ () const override |
| bool | isQuakeEnable_ () override |
| | Determines whether setQuake_() should be called.
|
| void | setQuake_ (QuakeType type) override |
| bool | setTouchDrcDamage_ (const sead::Vector3f &pos) override |
| void | setFunsuiPos_ (sead::Vector2f dst) override |
| void | setFunsuiSpeedY_ (f32 speed) override |
| bool | smokeDamageEnable_Yogan_ (f32 surface_pos_y) override |
| bool | smokeDamageEnable_Poison_ (f32 surface_pos_y) override |
| void | changeState (const StateID &state_id) override |
| virtual void | vf18C () |
| virtual void | playBlockReleaseUpAnim () |
| virtual void | playBlockReleaseDownAnim () |
| virtual void | playIdleAnim () |
| virtual void | playFloatAnim () |
| virtual void | vf1B4 () |
| virtual void | initHitboxes () |
| virtual u32 | vf1C4 () |
| virtual void | vf1CC () |
| virtual void | vf1D4 () |
| virtual void | vf1DC () |
| virtual void | vf1E4 () |
| virtual void | vf1EC () |
| virtual void | vf1F4 () |
| virtual void | vf1FC () |
| virtual u32 | vf204 () |
| | DECLARE_STATE_VIRTUAL_ID_BASE (ItemBase, ItemBaseState12) |
| | DECLARE_STATE_VIRTUAL_ID_BASE (ItemBase, ItemBaseState13) |
| | DECLARE_STATE_VIRTUAL_ID_BASE (ItemBase, ItemBaseState14) |
| | DECLARE_STATE_VIRTUAL_ID_BASE (ItemBase, ItemBaseState15) |
| | DECLARE_STATE_VIRTUAL_ID_BASE (ItemBase, ItemBaseState16) |
| | DECLARE_STATE_VIRTUAL_ID_BASE (ItemBase, SpatByYoshi) |
| | DECLARE_STATE_ID (ItemBase, BlockReleaseUp) |
| | DECLARE_STATE_ID (ItemBase, BlockReleaseDown) |
| | DECLARE_STATE_ID (ItemBase, ItemBaseState3) |
| | DECLARE_STATE_ID (ItemBase, RingRewardRelease) |
| | DECLARE_STATE_ID (ItemBase, ItemBaseState5) |
| | DECLARE_STATE_ID (ItemBase, ItemBaseState6) |
| | DECLARE_STATE_ID (ItemBase, ItemBaseState7) |
| | DECLARE_STATE_ID (ItemBase, ItemBaseState8) |
| | DECLARE_STATE_ID (ItemBase, ItemBaseState9) |
| | DECLARE_STATE_ID (ItemBase, BeforeYoshiYongue) |
| | DECLARE_STATE_ID (ItemBase, InYoshiTongue) |
| void | spawnMethod () |
| void | spawnDustParticles () |
| void | init () |
| void | updateModel () |
| void | despawnRelated () |
| void | setLogAndWigglerColToFalse () |
| u32 | trySetPlayerPowerUp (void *, u32 PowerUp, u32) |
| bool | handleCollectResponse (u32, u32 Player) |
| Yoshi * | getEatenByYoshi () const |
| | ActorMultiState (const ActorCreateParam ¶m) |
| | ~ActorMultiState () override |
| void | executeState () |
| bool | isState (const StateID &state_id) const |
| bool | isOldState (const StateID &state_id) const |
| bool | isMainState (const StateID &state_id) const |
| s8 | getPlayerNo () const |
| virtual void | removeCollisionCheck () |
| virtual void | reviveCollisionCheck () |
| virtual void | groupActivate () |
| | Called by Group Controller when "activating" the target group.
|
| virtual void | groupDeactivate () |
| | Called by Group Controller when "deactivating" the target group.
|
| 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 (ScreenOutFlag flag) |
| | Checks if the actor is out of gameplay and optionally deletes it.
|
| f32 | getEffectZPos () const |
| bool | checkEat () const |
| void | deleteActor (bool manual_deleted) |
| | Schedule this actor for deletion on the next frame.
|
| ActorCollisionCheck & | getCollisionCheck () |
| const ActorCollisionCheck & | getCollisionCheck () const |
| bool | isExecEnable () const |
| bool | isDrawEnable () const |
| DirType | getDirection () const |
| void | setDirection (DirType dir) |
| u8 | getLayer () const |
| sead::BitFlag8 | getCollisionMask () const |
| f32 | getMaxSpeedF () const |
| void | setMaxSpeedF (f32 maxSpeedF) |
| f32 | getMaxFallSpeed () const |
| void | setMaxFallSpeed (f32 maxFallSpeed) |
| f32 | getGravity () const |
| | The current vertical acceleration.
|
| void | setGravity (f32 gravity) |
| f32 | getPow () const |
| | The current horizontal acceleration.
|
| void | setPow (f32 pow) |
| sead::Vector3f & | getPos () |
| const sead::Vector3f & | getPos () const |
| sead::Vector2f & | getPos2D () |
| const sead::Vector2f & | getPos2D () const |
| sead::Vector3f | getCenterPos () const |
| sead::Vector2f | getCenterPos2D () const |
| f32 | getCenterX () const |
| f32 | getCenterY () const |
| f32 | getCenterZ () const |
| sead::Vector3f & | getSpeedVec () |
| const sead::Vector3f & | getSpeedVec () const |
| sead::Vector3f & | getSpeedMaxVec () |
| const sead::Vector3f & | getSpeedMaxVec () const |
| sead::Vector3f & | getScale () |
| const sead::Vector3f & | getScale () const |
| Angle3 & | getAngle () |
| const Angle3 & | getAngle () const |
| ActorKind | getKind () const |
| void | setKind (ActorKind kind) |
| bool | getManualDeletedFlag () const |
| CarryFlag | getCarryFlag () const |
| u8 | getSwitchFlag0 () const |
| u8 | getSwitchFlag1 () const |
| u32 | getProfFlag () const |
| f32 | getSpeedF () const |
| void | setSpeedF (f32 speedF) |
| f32 | getAddSpeedF () const |
| void | setAddSpeedF (f32 speedF) |
| 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.
|
| Profile * | getProfile () 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 List & | getChildList () const |
| | sead::OffsetList used for holding child actors spawned by this actor. Managed automatically if param.parent_id is set when spawning.
|
| sead::Heap * | getActorHeap () const |
| | The personal heap for this actor.
|
| ActorBase * | getParent () 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.
|
|
| enum | ActorKind {
cActorKind_Generic = 0
, cActorKind_Player
, cActorKind_Yoshi
, cActorKind_Enemy
,
cActorKind_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 : u16 {
cScreenOutFlag_SkipNone = 0
, cScreenOutFlag_SkipDeletion = 1 << 1
, cScreenOutFlag_SkipCameraCheck = 1 << 2
, cScreenOutFlag_SkipRideCheck = 1 << 3
,
cScreenOutFlag_SkipTottenCheck = 1 << 4
} |
| | Flags to pass to screenOutCheck to skip checks or actions during the evaluation. More...
|
| enum | MainState { cState_None = 0
, cState_Failed
, cState_Success
, cState_Wait
} |
| | Represents the execution state of a main operation, and whether it was skipped. More...
|
| enum | Result { cResult_Wait = 0
, cResult_Success
, cResult_Failed
} |
| | Defines signals to pass to ActorMgr when performing create and delete operations on the actor. More...
|
| enum | Flag { cFlag_NoEventFreeze = 1 << 1
, cFlag_NoNormalEventFreeze = 1 << 2
} |
| | Properties which control execution policy during events. More...
|
| typedef sead::OffsetList< ActorBase > | List |
| | ActorCollision (const ActorCreateParam ¶m) |
| void | postCreate (MainState state) override |
| | Callback invoked unconditionally after the create phase completes. It executes even if preCreate() bypassed the main create() operation.
|
| bool | preExecute () override |
| | Callback invoked before the execute operation.
|
| void | postExecute (MainState state) override |
| | Callback invoked unconditionally after the execute phase completes. It executes even if preExecute() bypassed the main execute() operation.
|
| Result | doDelete () override |
| | Main deletion callback for the actor.
|
| virtual bool | isWaterFunsui_ () const |
| virtual void | vf134 (f32 speed) |
| virtual void | setSmokeDamage_ (Actor *actor) |
| virtual void | getBox_ (sead::BoundBox2f &box) |
| | ~ActorCollision () override |
| BgCheckFlag | bgCheck_ () |
| bool | bgCheckFoot_ () const |
| bool | bgCheckWall_ () const |
| void | clampMoveDistance_ (BgCollision &bg_collision) |
| bool | isHitBgCollision_ (const BgCollision &bg_collision) const |
| void | calcSpeedY_ () |
| void | calcFallSpeed_ () |
| void | posMove_ () |
| void | posMoveCalcJump_ () |
| void | calcJumpSpeedF_ () |
| WaterType | checkWater_ (f32 *surface_pos_y) |
| void | enterWater_ () |
| bool | hasamareBgCheck_ () |
| void | checkSnapToGround_ (f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor) |
| void | snapToGround_ (f32 y_check_distance, const ActorBgCollisionCheck::Sensor &foot_sensor, bool extended, bool force) |
| void | registerInGamescene_ () |
| bool | checkForSuitableGround_ (const sead::Vector2f &offset) const |
| | Actor (const ActorCreateParam ¶m) |
| | ~Actor () override |
| bool | preDraw () override |
| | Callback invoked before the draw operation.
|
| virtual bool | drawCullCheck_ () |
| void | splashEffect_ (const sead::Vector3f &pos, EffectID effect_id, u8 wave_scale, const char *sound_label) |
| void | setAreaNo_ () |
| void | calcSpeedX_ () |
| void | calcSpeedY_ (f32 accel_y, f32 speed_max_y) |
| void | calcSpeedY_ () |
| void | calcSpeedF_ (f32 accelF, f32 max_speedF) |
| void | calcSpeedF_ () |
| void | calcFallSpeed_ (f32 accel_y, f32 max_fall_speed) |
| void | calcFallSpeed_ () |
| void | posMove_ (sead::Vector3f &delta) |
| void | posMove_ (sead::Vector2f &delta_xy, f32 delta_z) |
| void | posMove_ () |
| void | carryFukidashiCheck_ (s32 action) |
| void | carryFukidashiCheck_ (s32 action, const sead::Vector2f &range) |
| void | carryFukidashiCancel_ (s32 action, s32 player_no) |
| bool | isEnablePressLR_ (const ActorBgCollisionCheck &bc) |
| bool | isEnablePressUD_ (const ActorBgCollisionCheck &bc) |
| bool | setPressBreakLR_ (const ActorBgCollisionCheck &bc) |
| bool | setPressBreakUD_ (const ActorBgCollisionCheck &bc) |
| bool | setPressIceHeadBreak_ (const ActorBgCollisionCheck &bc) |
| bool | setPressBreakIce_ (const BgCollision *bg_collision) |
| bool | setPressBreakBlockDRC_ (const BgCollision *bg_collision) |
| | ActorBase (const ActorCreateParam ¶m) |
| | Constructs an actor from configuration data.
|
| virtual | ~ActorBase () |
| | Destroys the actor and orphans all of its children.
|
| virtual bool | preCreate () |
| | Callback invoked before the create operation.
|
| virtual Result | create () |
| | Main initialization/setup callback for the actor.
|
| virtual bool | execute () |
| | Main execution/logic callback for the actor. Called every frame (the game runs at exactly 60 FPS).
|
| virtual void | finalUpdate () |
| | Callback which is called after all other actors have finished executing for this frame.
|
| virtual void | postDraw (MainState state) |
| | Callback invoked unconditionally after the draw phase completes. It executes even if preDraw() bypassed the main draw() operation.
|
| virtual bool | preDelete () |
| | Callback invoked before the delete operation.
|
| virtual void | postDelete (MainState state) |
| | Unconditionally called callback for after the delete operation.
|
| void | setActive_ (bool active) |
| static const f32 | cCullXLimit |
| static const f32 | cCullYLimit |