Enemy Spawner.
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#include <d_a_obj_enemy_create.h>
◆ Action()
| void daObjE_CREATE_c::Action |
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◆ create()
| int daObjE_CREATE_c::create |
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◆ Delete()
| int daObjE_CREATE_c::Delete |
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◆ Execute()
| int daObjE_CREATE_c::Execute |
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◆ LoopAction()
| void daObjE_CREATE_c::LoopAction |
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Starts the enemy spawn loop over again when all enemies are killed. If a loop end switch is specified and activated, the loop will end
◆ NameChk()
| void daObjE_CREATE_c::NameChk |
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◆ NormalAction()
| void daObjE_CREATE_c::NormalAction |
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◆ SearchAction()
| void daObjE_CREATE_c::SearchAction |
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Moves the enemy spawner position to player position
◆ field_0x568
| u8 daObjE_CREATE_c::field_0x568 |
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◆ mAction
| u8 daObjE_CREATE_c::mAction |
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◆ mActionMode
| u8 daObjE_CREATE_c::mActionMode |
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◆ mActivateSw
| u8 daObjE_CREATE_c::mActivateSw |
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◆ mActorList
| u32* daObjE_CREATE_c::mActorList |
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◆ mDeactivateSw
| u8 daObjE_CREATE_c::mDeactivateSw |
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◆ mEndLoopSw
| u8 daObjE_CREATE_c::mEndLoopSw |
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◆ mEnemyAngle
| csXyz daObjE_CREATE_c::mEnemyAngle |
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◆ mEnemyNum
| u8 daObjE_CREATE_c::mEnemyNum |
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◆ mEnemyParams
| u32 daObjE_CREATE_c::mEnemyParams |
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◆ mEnemyProcName
| s16 daObjE_CREATE_c::mEnemyProcName |
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◆ mKillCheckDelayTimer
| s16 daObjE_CREATE_c::mKillCheckDelayTimer |
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◆ unused
| u8 daObjE_CREATE_c::unused[12] |
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The documentation for this class was generated from the following files: