1#include "Game/Boss/SkeletalFishBoss.hpp"
3SkeletalFishBossScarFlash::SkeletalFishBossScarFlash(
LiveActor *pActor) :
PartsModel(pActor,
"スカルシャーク傷跡エフェクトモデル",
"SkeletalFishBossScarFlash", nullptr, 0x12, false) {
4 initFixedPosition(
"Head");
12void SkeletalFishBossScarFlash::appear() {
14 MR::startBck(
this,
"Damage",
nullptr);
15 MR::startBrk(
this,
"Damage");
18void SkeletalFishBossScarFlash::control() {
19 if (MR::isBckStopped(
this)) {
25 INIT_NERVE(SkeletalFishBossNrvSwim);
26 INIT_NERVE(SkeletalFishBossNrvOpen);
27 INIT_NERVE(SkeletalFishBossNrvOpenWait);
28 INIT_NERVE(SkeletalFishBossNrvClose);
29 INIT_NERVE(SkeletalFishBossNrvBite);
30 INIT_NERVE(SkeletalFishBossNrvDamage);
31 INIT_NERVE(SkeletalFishBossNrvDown);
32 INIT_NERVE(SkeletalFishBossNrvDeadDamage);
33 INIT_NERVE(SkeletalFishBossNrvDead);
34 INIT_NERVE(SkeletalFishBossNrvAppearWait);
35 INIT_NERVE(SkeletalFishBossNrvAppearDemo);
36 INIT_NERVE(SkeletalFishBossNrvPowerUpDemo);
37 INIT_NERVE(SkeletalFishBossNrvDeadDemo);
38 INIT_NERVE(SkeletalFishBossNrvBreakDemo);
39 INIT_NERVE(SkeletalFishBossNrvDemoWait);
42SkeletalFishBoss::~SkeletalFishBoss() {
46SkeletalFishBossHead::~SkeletalFishBossHead() {
50SkeletalFishBossScarFlash::~SkeletalFishBossScarFlash() {
The basis of a drawable actor that can contain states (see: Nerve)
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.
virtual void init(const JMapInfoIter &)
Intializes the NameObj and can set various settings and construct necessary classes.