NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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d_a_en_carry.hpp
1#include <game/bases/d_enemy.hpp>
2
3/// @brief A carryable enemy.
4/// [As opposed to dEnemyCarry_c, this class is used a bit more widely.]
5/// @statetable
6/// @ingroup bases
7class daEnCarry_c : public dEn_c {
8public:
9 STATE_VIRTUAL_FUNC_DECLARE(daEnCarry_c, Carry); ///< The enemy is being carried.
10
11 int acmShellPlayerNo(dActor_c *actor) const;
12 void shellDamageEffect(dCc_c *cc1, dActor_c *actor);
13
14 static bool acmIsCarryEnemy(dActor_c *actor); ///< Checks whether the given actor is a carryable enemy.
15
16 bool mForceShellDamageEffect; ///< Whether to force the shell damage effect the next time shellDamageEffect is called.
17};
dActor_c()
Constructs a new actor.
Definition d_actor.cpp:46
Collider ("Collision Check") class - handles collisions between actors.
Definition d_cc.hpp:111
dEn_c()
Constructs a new enemy actor.
Definition d_enemy.cpp:28
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.
bool mForceShellDamageEffect
Whether to force the shell damage effect the next time shellDamageEffect is called.
#define STATE_VIRTUAL_FUNC_DECLARE(class, name)
Declares a virtual state.
Definition s_State.hpp:22