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ItemObj Class Reference

#include <ItemObj.h>

Inherits ItemBase.

Inherited by Propeller.

Public Member Functions

 ItemObj (const ActorCreateParameter &param)
virtual ~ItemObj ()
void setPlayerNo (s8 ID) override
ActorBgCollisionCheck * getBgCheck () override
void setCarryFall (Actor *, s32) override
bool isSpinLiftUpEnable () override
void setSpinLiftUpActor (Actor *player) 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
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
void vf18C () override
void playBlockReleaseUpAnim () override
void playBlockReleaseDownAnim () override
void playIdleAnim () override
void playFloatAnim () override
void vf1B4 () override
u32 vf1C4 () override
void vf1FC () override
virtual void vf29C ()
virtual void vf2A4 ()
virtual void vf2AC ()
 DECLARE_STATE_ID (ItemObj, PowerupState1)
 DECLARE_STATE_ID (ItemObj, PowerupState2)
 DECLARE_STATE_ID (ItemObj, PowerupState3)
 DECLARE_STATE_ID (ItemObj, PowerupState4)
Public Member Functions inherited from ItemBase
 ItemBase (const ActorCreateParameter &param)
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
bool isSpinLiftUpEnable () 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
bool isQuakeEnable_ () override
void setQuake_ (QuakeType type) override
bool setTouchDrcDamage_ (const sead::Vector3f &pos) override
void setFunsuiPos (sead::Vector2f dst) override
bool smokeDamageEnable_Yogan_ (f32 surface_pos_y) override
bool smokeDamageEnable_Poison_ (f32 surface_pos_y) override
virtual void initHitboxes ()
virtual void vf1CC ()
virtual void vf1D4 ()
virtual void vf1DC ()
virtual void vf1E4 ()
virtual void vf1EC ()
virtual void vf1F4 ()
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
Public Member Functions inherited from ActorMultiState
 ActorMultiState (const ActorCreateParameter &param)
 ~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
Public Member Functions inherited from ActorCollision
virtual void setFunsuiFlag (bool enable)
virtual bool getFunsuiFlag () const
virtual void setFunsuiJump (f32 speed)
const ActorBgCollisionCheck * getBcConstPtr () const override
virtual void setFunsuiPos (const sead::Vector2f &dst)
Public Member Functions inherited from Actor
virtual void setPlrNo (s32 id)
s8 getPlrNo () const
virtual void removeCc ()
virtual void reviveCc ()
virtual bool isSpinLiftUpEnable () const
virtual void startGroupid ()
 Called by Group Controller when "activating" the target group.
virtual void stopGroupid ()
 Called by Group Controller when "deactivating" the target group.
bool checkCarried (s32 *player_no) const
s32 getComboCnt () const
void clrComboCnt ()
void incComboCnt ()
void slideComboSE (s32 combo_cnt, bool combo_type_2)
s32 searchNearPlayer (sead::Vector2f *out) const
DirType getDir2PlayerLR (const sead::Vector3f &position) const
DirType getDir2PlayerUD (const sead::Vector3f &position) const
DirType getDir2PlayerLR ()
DirType getDir2PlayerUD ()
bool actorExecCullCheck (u16 flag)
 Checks if the actor is out of gameplay and optionally deletes it.
f32 getEffectZpos_ () const
bool checkEatenYoshi () 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
const sead::Vector2f & getPosDelta () const
ActorKind getKind () const
void setKind (ActorKind kind)
bool getManualDeletedFlag () const
CarryFlag getCarryFlag () const
u8 getSwitchFlag0 () const
u8 getSwitchFlag1 () const
u32 getBlockHitTimer () const
DirType getBlockHitDirection () const
void setBlockHitTimer (u32 time)
void setBlockHitDirection (DirType dir)
u32 getProfFlag () const
f32 getSpeedF () const
void setSpeedF (f32 speedF)
f32 getAddSpeedF () const
void setAddSpeedF (f32 speedF)
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.
UniqueID getUniqueID () 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".
ActorParameterEx1 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.
void getCoinSE (s32 player_no, const sead::Vector3f &position)
 Plays the coin-get sound.
 ActorBase (const ActorCreateParameter &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 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 lastExecute ()
 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 preDestroy ()
 Callback invoked before the delete operation.
virtual void postDestroy (MainState state)
 Unconditionally called callback for after the delete operation.

Protected Attributes

u32 _1a90 [(0x1A98 - 0x1A90)/sizeof(u32)]
Protected Attributes inherited from ItemBase
sead::Vector2f _17c8
sead::Vector3f mPos
sead::Vector3f mEffectPos
u8 _17e8 [0x1800 - 0x17E8]
AnimModel * mItemModel
Animation * mItemAnim
ItemType mItemType
u32 _180c
u32 mAnimIDX
u32 _1814
u32 mUnkPlayerID
u8 _181c [0x1827 - 0x181C]
bool mOnCreateCalled
bool mCollidedWithLog
u8 _1829 [0x1830 - 0x1829]
s32 mCollidingPlayerID
u8 _1834 [0x1858 - 0x1834]
u16 _1858
s8 mYoshiEatenPlayerID
u8 _185B
u16 _185c
u8 _185e
bool mCollidedWithGiantWiggler
u8 _1860 [0x1864 - 0x1860]
EatCallback mEatData
u8 _1888 [0x188C - 0x1888]
u8 mScaler [0x20]
ActorCollisionCheck mACollider2
BgCollisionCheckHitResult mAirWaterHitRes
u8 _19e4 [0x1A00 - 0x19E4]
u8 mEffect [0x68]
u8 _1a6c [0x1A7E - 0x1A6C]
bool mParentIsFlyingQBlockSpawner
u8 _1a7f
sead::Vector3f _1a80
void * mCallbackTable
Protected Attributes inherited from ActorMultiState
FStateStateMgr< ActorMultiState > mStateMgr
Protected Attributes inherited from ActorCollision
ActorBgCollisionObjCheck mBgCheckObj
f32 mJumpSpeedF
f32 mJumpAccelF
sead::Vector3f * mWaterCheckPos
bool mUseWaterTypeOverride
WaterType mWaterTypeOverride
f32 _1774
sead::Vector2f mBgSpeed
sead::Vector2f mBgSpeedPrev
f32 mWaterSpeedMaxY
f32 mWaterMaxFallSpeed
f32 mWaterGravity
bool mCheckWaterNeeded
bool mIsInQuicksand
bool mIsSubmerged
bool mNoWaterCalc
u8 mWaterCalcType
u8 mNoLavaSplashTimer
bool mFunsuiFlag
bool mIsOnGround
u32 mJumpFrame
Protected Attributes inherited from Actor
DirType mDirection
s8 mPlayerNo
s8 mControllerLytPlayerNo
u8 mLayer
sead::BitFlag8 mCollisionMask
f32 mSpeedF
f32 mMaxSpeedF
f32 mMaxFallSpeed
f32 mGravity
f32 mPow
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
ActorCulling::ActorCullUsable mCullLimit
u8 mAreaNo
u8 mActorKind
bool mIsExecEnable
bool mIsDrawEnable
bool mManualDeletedFlag
u8 _211
u8 mCarryFlag
u8 mSwitchFlag0
u8 mSwitchFlag1
u16 mCreateFlag
u32 mBlockHitTimer
DirType mBlockHitDirection
u8 _220
DirType mCarryDirection
u32 mThrowPlayerNo
s32 mComboCnt
u32 mProfFlag
sead::Vector3f mCenterOffset
sead::Vector3f mPosPrev
sead::Vector3f mPosPrevPostExec
sead::Vector3f mPosPrev2
EatCallback * mEatCallbackPtr
ChibiEatCallback * mChibiEatCallbackPtr
PropelParts * mPropelParts
u8 * _270
f32 mAddSpeedF
ChibiYoshiAwaData * mChibiYoshiAwaDataPtr
Protected Attributes inherited from ActorBase
sead::Heap * mActorHeap
 Personal heap for this actor of type sead::FrameHeap. Capacity of 0x20200, but profiles in the player whitelist get 0x1A0200.
UniqueID mUniqueID
 The unique identifier handle for this actor.
Profile * mActorProfile
 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".
ActorParameterEx1 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.
ActorBase * mParent
 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
 Properties which control execution policy during events. See ActorBase::Flag enum.

Additional Inherited Members

Public Types inherited from Actor
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  ExecCullFlag : u16 {
  cExecCullFlag_SkipNone = 0 , cExecCullFlag_SkipDeletion = 1 << 1 , cExecCullFlag_SkipCameraCheck = 1 << 2 , cExecCullFlag_SkipRideCheck = 1 << 3 ,
  cExecCullFlag_SkipTottenCheck = 1 << 4
}
 Flags to pass to actorExecCullCheck 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...
enum  Flag { cFlag_NoEventFreeze = 1 << 1 , cFlag_NoNormalEventFreeze = 1 << 2 }
 Properties which control execution policy during events. More...
typedef sead::OffsetList< ActorBase > List
Protected Types inherited from ItemBase
enum  ItemType {
  cItemType_Mushroom = 0 , cItemType_FireFlower , cItemType_Star , cItemType_IceFlower ,
  cItemType_LifeMushroom , cItemType_PropellerMushroom , cItemType_MiniMushroom , cItemType_PenguinMushroom ,
  cItemType_SquirrelMushroom , cItemType_LifeMoon = 0xC , cItemType_DRCStar = 0xD
}
Protected Types inherited from ActorCollision
enum  BgCheckFlag { cBgCheckFlag_Foot = 1 << 0 , cBgCheckFlag_Head = 1 << 1 , cBgCheckFlag_Wall = 1 << 2 , cBgCheckFlag_None = 0 }
enum  WaterCalcType { cWaterCalcType_Normal = 0 , cWaterCalcType_EnablePreCheck , cWaterCalcType_ForceOut }
enum  QuakeType { cQuakeType_Normal = 0 , cQuakeType_Big , cQuakeType_Small }
Protected Member Functions inherited from ActorCollision
 ActorCollision (const ActorCreateParameter &param)
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 destroy () override
 Main deletion callback for the actor.
virtual bool isReactQuake ()
 Determines whether setQuake_() should be called.
virtual void reactQuake (QuakeType type)
virtual void setDeathInfoSmoke (const Actor *actor)
virtual bool setDrcTouchActorDeath (const sead::Vector3f &pos)
virtual bool checkLavaDamage_ (f32 surface_pos_y)
virtual bool checkPoisonDamage_ (f32 surface_pos_y)
virtual void getDrawRange (sead::BoundBox2f *box)
BgCheckFlag actorBgNormalCheck ()
bool actorBgNormalCheckFoot () const
bool actorBgNormalCheckWall () const
void resetObjBgPos (BgCollision &bg_collision)
bool checkRideActor (const BgCollision &bg_collision) const
void calcSpeedY_ ()
void calcFallSpeed_ ()
void posMove_ ()
void calcLiftSpeed ()
void checkLiftSpeed ()
WaterType checkWaterByWaterCheckPos (f32 *surface_pos_y)
void onWaterFlag ()
bool checkPressBg_ ()
void landFoot (f32 y_check_distance, const ActorBgCollisionCheck::Sensor *foot_sensor)
void landFootSimple (f32 y_check_distance, const ActorBgCollisionCheck::Sensor *foot_sensor, bool extended, bool force)
void registerAlphaCheckAreaHUD ()
bool checkForSuitableGround_ (const sead::Vector2f &offset) const
Protected Member Functions inherited from Actor
 Actor (const ActorCreateParameter &param)
 ~Actor () override
bool preDraw () override
 Callback invoked before the draw operation.
virtual bool actorDrawCullCheck ()
virtual void blockHitInit ()
void waterSplashCommon_ (const sead::Vector3f &pos, s32 effect_id, WaveType wave_type, 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_ (FukidashiType action)
void carryFukidashiCheck_ (FukidashiType action, const sead::Vector2f &range)
void carryFukidashiCancel_ (FukidashiType action, s32 player_no)
bool checkPressBgLR_ (const ActorBgCollisionCheck &bc)
bool checkPressBgUD_ (const ActorBgCollisionCheck &bc)
bool setBreakPressObjBgLR_ (const ActorBgCollisionCheck &bc)
bool setBreakPressObjBgUD_ (const ActorBgCollisionCheck &bc)
bool checkInternalIceBlock_ (const ActorBgCollisionCheck &bc)
bool setEnemyIceBreakReq_ (const BgCollision *bg_collision)
bool setDrcBlockBreakReq_ (const BgCollision *bg_collision)
void setPosSuddenly_ (const sead::Vector3f &position)
Actor * searchCarryFukidashiPlayer_ (FukidashiType action) const
bool isEnablePressObjBg_ (const BgCollision *bg_collision) const
bool checkPressBgWall_ (const ActorBgCollisionCheck &bc, DirType direction) const
bool checkPressBgHead_ (const ActorBgCollisionCheck &bc) const
bool checkPressBgFoot_ (const ActorBgCollisionCheck &bc) const
bool isBreakPressObjBg_ (const BgCollision *bgcol_approaching_side, const BgCollision *bgcol_fixed_side) const
u32 checkAvailableCullCheckOnQuest (const sead::BoundBox2f &src_range)
Protected Member Functions inherited from ActorBase
void setActive_ (bool active)
Static Protected Attributes inherited from ActorCollision
static const f32 cWaterGravity
 -0.0625f
static const f32 cWaterSpeedYMax
 1.5f
static const f32 cWaterFallSpeedMax
 -1.5f

Constructor & Destructor Documentation

◆ ItemObj()

ItemObj::ItemObj ( const ActorCreateParameter & param)

◆ ~ItemObj()

virtual ItemObj::~ItemObj ( )
virtual

Member Function Documentation

◆ setPlayerNo()

void ItemObj::setPlayerNo ( s8 ID)
override

◆ getBgCheck()

ActorBgCollisionCheck * ItemObj::getBgCheck ( )
override

◆ setCarryFall()

void ItemObj::setCarryFall ( Actor * ,
s32  )
overridevirtual

Reimplemented from ItemBase.

◆ isSpinLiftUpEnable()

bool ItemObj::isSpinLiftUpEnable ( )
override

◆ setSpinLiftUpActor()

void ItemObj::setSpinLiftUpActor ( Actor * player)
overridevirtual

Reimplemented from ItemBase.

◆ blockHitInit_()

void ItemObj::blockHitInit_ ( )
override

◆ setWaterFunsui()

void ItemObj::setWaterFunsui ( bool enable)
override

◆ beginFunsui()

void ItemObj::beginFunsui ( )
overridevirtual

Reimplemented from ItemBase.

◆ endFunsui()

void ItemObj::endFunsui ( f32 speed_y)
overridevirtual

Reimplemented from ItemBase.

◆ isFunsui()

bool ItemObj::isFunsui ( ) const
overridevirtual

Reimplemented from ItemBase.

◆ isQuakeEnable_()

bool ItemObj::isQuakeEnable_ ( )
override

◆ setTouchDrcDamage_()

bool ItemObj::setTouchDrcDamage_ ( const sead::Vector3f & pos)
override

◆ setFunsuiPos()

void ItemObj::setFunsuiPos ( sead::Vector2f dst)
override

◆ setFunsuiSpeedY()

void ItemObj::setFunsuiSpeedY ( f32 speed)
overridevirtual

Reimplemented from ItemBase.

◆ smokeDamageEnable_Yogan_()

bool ItemObj::smokeDamageEnable_Yogan_ ( f32 surface_pos_y)
override

◆ smokeDamageEnable_Poison_()

bool ItemObj::smokeDamageEnable_Poison_ ( f32 surface_pos_y)
override

◆ changeState()

void ItemObj::changeState ( const StateID & state_id)
overridevirtual

Reimplemented from ItemBase.

◆ vf18C()

void ItemObj::vf18C ( )
overridevirtual

Reimplemented from ItemBase.

◆ playBlockReleaseUpAnim()

void ItemObj::playBlockReleaseUpAnim ( )
overridevirtual

Reimplemented from ItemBase.

◆ playBlockReleaseDownAnim()

void ItemObj::playBlockReleaseDownAnim ( )
overridevirtual

Reimplemented from ItemBase.

◆ playIdleAnim()

void ItemObj::playIdleAnim ( )
overridevirtual

Reimplemented from ItemBase.

◆ playFloatAnim()

void ItemObj::playFloatAnim ( )
overridevirtual

Reimplemented from ItemBase.

◆ vf1B4()

void ItemObj::vf1B4 ( )
overridevirtual

Reimplemented from ItemBase.

◆ vf1C4()

u32 ItemObj::vf1C4 ( )
overridevirtual

Reimplemented from ItemBase.

◆ vf1FC()

void ItemObj::vf1FC ( )
overridevirtual

Reimplemented from ItemBase.

◆ vf29C()

virtual void ItemObj::vf29C ( )
virtual

◆ vf2A4()

virtual void ItemObj::vf2A4 ( )
virtual

◆ vf2AC()

virtual void ItemObj::vf2AC ( )
virtual

◆ DECLARE_STATE_ID() [1/4]

ItemObj::DECLARE_STATE_ID ( ItemObj ,
PowerupState1  )

◆ DECLARE_STATE_ID() [2/4]

ItemObj::DECLARE_STATE_ID ( ItemObj ,
PowerupState2  )

◆ DECLARE_STATE_ID() [3/4]

ItemObj::DECLARE_STATE_ID ( ItemObj ,
PowerupState3  )

◆ DECLARE_STATE_ID() [4/4]

ItemObj::DECLARE_STATE_ID ( ItemObj ,
PowerupState4  )

Member Data Documentation

◆ _1a90

u32 ItemObj::_1a90[(0x1A98 - 0x1A90)/sizeof(u32)]
protected