| 1 | #pragma once |
| 2 | |
| 3 | #include <math/seadMatrix.h> |
| 4 | #include <math/seadVector.h> |
| 5 | |
| 6 | namespace al { |
| 7 | class ActorActionKeeper; |
| 8 | class HitSensor; |
| 9 | class LiveActor; |
| 10 | class Nerve; |
| 11 | |
| 12 | void startAction(LiveActor* actor, const char* actionName); |
| 13 | s32 startActionAtRandomFrame(LiveActor* actor, const char* actionName); |
| 14 | bool tryStartAction(LiveActor* actor, const char* actionName); |
| 15 | bool tryStartActionIfNotPlaying(LiveActor* actor, const char* actionName); |
| 16 | bool tryStartActionIfActionEnd(LiveActor* actor, const char* actionName); |
| 17 | |
| 18 | bool isActionPlaying(const LiveActor* actor, const char* actionName); |
| 19 | bool isActionEnd(const LiveActor* actor); |
| 20 | bool isExistAction(const LiveActor* actor); |
| 21 | bool isExistAction(const LiveActor* actor, const char* actionName); |
| 22 | bool isActionOneTime(const LiveActor* actor); |
| 23 | bool isActionOneTime(const LiveActor* actor, const char* actionName); |
| 24 | |
| 25 | const char* getActionName(const LiveActor* actor); |
| 26 | f32 getActionFrame(const LiveActor* actor); |
| 27 | f32 getActionFrameMax(const LiveActor* actor); |
| 28 | f32 getActionFrameMax(const LiveActor* actor, const char* actionName); |
| 29 | f32 getActionFrameRate(const LiveActor* actor); |
| 30 | |
| 31 | void setActionFrame(LiveActor* actor, f32 frame); |
| 32 | void setActionFrameRate(LiveActor* actor, f32 rate); |
| 33 | |
| 34 | void stopAction(LiveActor* actor); |
| 35 | void restartAction(LiveActor* actor); |
| 36 | void copyAction(LiveActor* actor, const LiveActor* sourceActor); |
| 37 | |
| 38 | void startNerveAction(LiveActor* actor, const char* actionName); |
| 39 | void setNerveAtActionEnd(LiveActor* actor, const Nerve* nerve); |
| 40 | void resetNerveActionForInit(LiveActor* actor); |
| 41 | |
| 42 | void startHitReaction(const LiveActor* actor, const char* name); |
| 43 | void startHitReactionHitEffect(const LiveActor* actor, const char* name, const HitSensor* other, |
| 44 | const HitSensor* self); |
| 45 | void startHitReactionHitEffect(const LiveActor* actor, const char* name, const sead::Vector3f& pos); |
| 46 | void startHitReactionHitEffect(const LiveActor* actor, const char* name, |
| 47 | const sead::Matrix34f* mtx); |
| 48 | void startHitReactionBlowHit(const LiveActor* actor, const HitSensor* other, const HitSensor* self); |
| 49 | void startHitReactionBlowHit(const LiveActor* actor, const sead::Vector3f& pos); |
| 50 | void startHitReactionBlowHit(const LiveActor* actor); |
| 51 | void startHitReactionBlowHitDirect(const LiveActor* actor, const HitSensor* other, |
| 52 | const HitSensor* self); |
| 53 | void startHitReactionBlowHitDirect(const LiveActor* actor, const sead::Vector3f& pos); |
| 54 | void startHitReactionBlowHitDirect(const LiveActor* actor); |
| 55 | |
| 56 | } // namespace al |
| 57 | |