1#include <game/bases/d_a_en_carry.hpp>
8 if (enemy->
mFlags & EN_IS_SHELL) {
12 return actor->
mProfName == fProfile::EN_MECHA_KOOPA ||
16int daEnCarry_c::acmShellPlayerNo(
dActor_c *actor)
const {
23void daEnCarry_c::shellDamageEffect(
dCc_c *cc,
dActor_c *actor) {
24 bool damageEffect =
true;
30 hitdamageEffect(mVec3_c(pos2D, 5500.0f));
32 ((daEnCarry_c *) actor)->mForceShellDamageEffect =
true;
36void daEnCarry_c::initializeState_Carry() {}
37void daEnCarry_c::finalizeState_Carry() {}
38void daEnCarry_c::executeState_Carry() {}
bool isState(const sStateIDIf_c &other) const
Checks if the actor is currently in the given state.
The minimum required implementation for a stage actor.
u8 mKind
The actor's kind. Value is a STAGE_ACTOR_KIND_e.
s8 mPlayerNo
The player associated with the actor, -1 if not associated to any player.
dActor_c()
Constructs a new actor.
virtual s8 * getPlrNo()
Gets the player number associated with the actor. See mPlayerNo.
@ STAGE_ACTOR_ENEMY
An enemy actor.
Collider ("Collision Check") class - handles collisions between actors.
mVec2_c mCollPos
The position where the last collision occurred.
dEn_c()
Constructs a new enemy actor.
u32 mFlags
Flags for this actor. See FLAGS_e.
A carryable enemy. [As opposed to dEnemyCarry_c, this class is used a bit more widely....
static bool acmIsCarryEnemy(dActor_c *actor)
Checks whether the given actor is a carryable enemy.
static sFStateVirtualID_c< daEnCarry_c > StateID_Carry
The enemy is being carried.
bool mForceShellDamageEffect
Whether to force the shell damage effect the next time shellDamageEffect is called.
ProfileName mProfName
The base's profile name.
#define STATE_VIRTUAL_DEFINE(class, name)
Defines a virtual state.