ScummVM API documentation
TwinE::ActorStruct Class Reference

#include <actor.h>

Public Member Functions

ShapeType brickShape () const
 
void setCollision (ShapeType shapeType)
 
void setBrickCausesDamage ()
 
bool brickCausesDamage ()
 
void loadModel (int32 modelIndex, bool lba1)
 
void addLife (int32 val)
 
void setLife (int32 val)
 
bool isAttackWeaponAnimationActive () const
 
bool isAttackAnimationActive () const
 
bool isJumpAnimationActive () const
 
const IVec3posObj () const
 

Public Attributes

StaticFlagsStruct _staticFlags
 
DynamicFlagsStruct _workFlags
 
int32 _body = -1
 
BodyType _genBody = BodyType::btNormal
 
BodyType _saveGenBody = BodyType::btNormal
 
AnimationTypes _genAnim = AnimationTypes::kAnimNone
 
AnimationTypes _nextGenAnim = AnimationTypes::kStanding
 
AnimationTypes _ptrAnimAction = AnimationTypes::kAnimNone
 
int32 _sprite = 0
 
EntityData_entityDataPtr = nullptr
 
int16 _actorIdx = 0
 
IVec3 _pos
 
int32 _strengthOfHit = 0
 
int32 _hitBy = -1
 
BonusParameter _bonusParameter
 
int32 _beta = 0
 
int32 _speed = 40
 
ControlMode _controlMode = ControlMode::kNoMove
 
int32 _delayInMillis = 0
 
int32 _cropLeft = 0
 
int32 _cropTop = 0
 
int32 _cropRight = 0
 
int32 _cropBottom = 0
 
int32 _followedActor = 0
 
int32 _bonusAmount = 0
 
int32 _talkColor = COLOR_BLACK
 
int32 _armor = 1
 
int32 _lifePoint = 50
 
IVec3 _processActor
 
IVec3 _oldPos
 
int32 _offsetTrack = -1
 
uint8 * _ptrTrack = nullptr
 
int32 _moveScriptSize = 0
 
int32 _offsetLife = 0
 
int32 _saveOffsetLife = 0
 
uint8 * _lifeScript = nullptr
 
int32 _lifeScriptSize = 0
 
int32 _labelTrack = 0
 
int32 _offsetLabelTrack = 0
 
int32 _memoLabelTrack = 0
 
int32 _objCol = -1
 
int32 _carryBy = -1
 
int32 _zoneSce = -1
 
int32 _animStepBeta = 0
 
IVec3 _animStep
 
int32 _anim = -1
 
int32 _doorWidth = 0
 
int32 _frame = 0
 
AnimType _flagAnim = AnimType::kAnimationTypeRepeat
 
int32 _spriteActorRotation = 0
 
uint8 _brickSound = 0U
 
BoundingBox _boundingBox
 
ActorMoveStruct realAngle
 
AnimTimerDataStruct _animTimerData
 

Detailed Description

Actors structure

Such as characters, doors, moving plataforms, invisible actors, ...

Member Data Documentation

◆ _processActor

IVec3 TwinE::ActorStruct::_processActor

Process actor coordinate Nxw, Nyw, Nzw

◆ _objCol

int32 TwinE::ActorStruct::_objCol = -1

colliding actor id

◆ _carryBy

int32 TwinE::ActorStruct::_carryBy = -1

actor id we are standing on


The documentation for this class was generated from the following file: