3#include "Game/NameObj/NameObj.hpp"
11 void setConnectInfo(
NameObj *,
int,
int,
int,
int);
12 void initConnectting();
13 void requestConnect(u8 *);
14 void requestDisconnect(u8 *,
bool);
15 void executeRequirementConnectMovement();
16 void executeRequirementDisconnectMovement();
17 void executeRequirementConnectDraw();
18 void executeRequirementDisconnectDraw();
19 void executeRequirementDisconnectDrawDelay();
20 void requestMovementOn(
int);
21 void requestMovementOff(
int);
22 void findLightInfo()
const;
23 void connectToScene();
24 void disconnectToScene();
26 void disconnectToDraw();
44 void registerActor(
NameObj *,
int,
int,
int,
int);
45 void initConnectting();
48 void disconnectToScene(
NameObj *);
49 void disconnectToDraw(
NameObj *);
50 bool isConnectToDraw(
const NameObj *)
const;
51 void executeRequirementConnectMovement();
52 void executeRequirementDisconnectMovement();
53 void executeRequirementConnectDraw();
54 void executeRequirementDisconnectDraw();
55 void executeRequirementDisconnectDrawDelay();
56 void requestMovementOn(
int);
57 void requestMovementOff(
int);
71 void registerNameObjToExecuteHolder(
NameObj *,
int,
int,
int,
int);
72 void initConnectting();
73 void connectToSceneTemporarily(
NameObj *);
74 void disconnectToSceneTemporarily(
NameObj *);
75 void connectToDrawTemporarily(
NameObj *);
76 void disconnectToDrawTemporarily(
NameObj *);
77 bool isConnectToDrawTemporarily(
const NameObj *);
78 void executeRequirementConnectMovement();
79 void executeRequirementDisconnectMovement();
80 void executeRequirementConnectDraw();
81 void executeRequirementDisconnectDraw();
82 void executeRequirementDisconnectDrawDelay();
83 void requestMovementOnWithCategory(
int);
84 void requestMovementOffWithCategory(
int);
85 void findActorLightInfo(
const LiveActor *);
The basis of a drawable actor that can contain states (see: Nerve)
The most basic form of an object.