| 1 | #pragma once |
| 2 | |
| 3 | #include <math/seadBoundBox.h> |
| 4 | #include <math/seadMatrix.h> |
| 5 | #include <math/seadVector.h> |
| 6 | #include <prim/seadRuntimeTypeInfo.h> |
| 7 | |
| 8 | namespace al { |
| 9 | |
| 10 | class SensorMsg; |
| 11 | class LiveActor; |
| 12 | class HitSensor; |
| 13 | class SensorMsg; |
| 14 | struct ActorInitInfo; |
| 15 | class SensorSortCmpFuncBase; |
| 16 | class ActorSensorController; |
| 17 | class ComboCounter; |
| 18 | |
| 19 | HitSensor* addHitSensor(LiveActor*, const ActorInitInfo&, const char*, u32, f32, u16, |
| 20 | const sead::Vector3f&); |
| 21 | |
| 22 | HitSensor* addHitSensorPlayer(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 23 | const sead::Vector3f&); |
| 24 | |
| 25 | HitSensor* addHitSensorPlayerAttack(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 26 | const sead::Vector3f&); |
| 27 | HitSensor* addHitSensorPlayerEye(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 28 | const sead::Vector3f&); |
| 29 | HitSensor* addHitSensorEnemy(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 30 | const sead::Vector3f&); |
| 31 | HitSensor* addHitSensorEnemyBody(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 32 | const sead::Vector3f&); |
| 33 | HitSensor* addHitSensorEnemyAttack(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 34 | const sead::Vector3f&); |
| 35 | HitSensor* addHitSensorMapObj(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 36 | const sead::Vector3f&); |
| 37 | HitSensor* addHitSensorBindable(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 38 | const sead::Vector3f&); |
| 39 | HitSensor* addHitSensorBindableGoal(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 40 | const sead::Vector3f&); |
| 41 | HitSensor* addHitSensorBindableAllPlayer(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 42 | const sead::Vector3f&); |
| 43 | HitSensor* addHitSensorBindableBubbleOutScreen(LiveActor*, const ActorInitInfo&, const char*, f32, |
| 44 | u16, const sead::Vector3f&); |
| 45 | HitSensor* addHitSensorBindableKoura(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 46 | const sead::Vector3f&); |
| 47 | HitSensor* addHitSensorBindableRouteDokan(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 48 | const sead::Vector3f&); |
| 49 | HitSensor* addHitSensorBindableBubblePadInput(LiveActor*, const ActorInitInfo&, const char*, f32, |
| 50 | u16, const sead::Vector3f&); |
| 51 | HitSensor* addHitSensorCollisionParts(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 52 | const sead::Vector3f&); |
| 53 | HitSensor* addHitSensorEye(LiveActor*, const ActorInitInfo&, const char*, f32, u16, |
| 54 | const sead::Vector3f&); |
| 55 | void setHitSensorSort(LiveActor*, const char*, const SensorSortCmpFuncBase*); |
| 56 | void setHitSensorPosPtr(LiveActor*, const char*, const sead::Vector3f*); |
| 57 | HitSensor* getHitSensor(const LiveActor*, const char*); |
| 58 | void setHitSensorMtxPtr(LiveActor*, const char*, const sead::Matrix34f*); |
| 59 | void setHitSensorJointMtx(LiveActor*, const char*, const char*); |
| 60 | void setSensorRadius(LiveActor*, const char*, f32); |
| 61 | void setSensorRadius(LiveActor*, f32); |
| 62 | f32 getSensorRadius(const LiveActor*, const char*); |
| 63 | f32 getSensorRadius(const LiveActor*); |
| 64 | const sead::Vector3f& getSensorPos(const LiveActor*, const char*); |
| 65 | const sead::Vector3f& getSensorPos(const LiveActor*); |
| 66 | void setSensorFollowPosOffset(LiveActor*, const char*, const sead::Vector3f&); |
| 67 | void setSensorFollowPosOffset(LiveActor*, const sead::Vector3f&); |
| 68 | const sead::Vector3f& getSensorFollowPosOffset(const LiveActor*, const char*); |
| 69 | const sead::Vector3f& getSensorFollowPosOffset(const LiveActor*); |
| 70 | ActorSensorController* createActorSensorController(LiveActor*, const char*); |
| 71 | void setSensorRadius(ActorSensorController*, f32); |
| 72 | void setSensorScale(ActorSensorController*, f32); |
| 73 | void setSensorFollowPosOffset(ActorSensorController*, const sead::Vector3f&); |
| 74 | f32 getOriginalSensorRadius(const ActorSensorController*); |
| 75 | const sead::Vector3f& getOriginalSensorFollowPosOffset(const ActorSensorController*); |
| 76 | void resetActorSensorController(ActorSensorController*); |
| 77 | void calcPosBetweenSensors(sead::Vector3f*, const HitSensor*, const HitSensor*, f32); |
| 78 | f32 calcDistance(const HitSensor*, const HitSensor*); |
| 79 | const sead::Vector3f& getSensorPos(const HitSensor*); |
| 80 | f32 calcDistanceV(const sead::Vector3f&, const HitSensor*, const HitSensor*); |
| 81 | f32 calcDistanceH(const sead::Vector3f&, const HitSensor*, const HitSensor*); |
| 82 | bool calcDirBetweenSensors(sead::Vector3f*, const HitSensor*, const HitSensor*); |
| 83 | bool calcDirBetweenSensorsH(sead::Vector3f*, const HitSensor*, const HitSensor*); |
| 84 | bool calcDirBetweenSensorsNormal(sead::Vector3f*, const HitSensor*, const HitSensor*, |
| 85 | sead::Vector3f); |
| 86 | void calcVecBetweenSensors(sead::Vector3f*, const HitSensor*, const HitSensor*); |
| 87 | void calcVecBetweenSensorsH(sead::Vector3f*, const HitSensor*, const HitSensor*); |
| 88 | void calcVecBetweenSensorsNormal(sead::Vector3f*, const HitSensor*, const HitSensor*, |
| 89 | sead::Vector3f); |
| 90 | s32 calcStrikeArrowCollideWallAndCeilingBetweenAttackSensor(const LiveActor*, const HitSensor*, |
| 91 | const HitSensor*, const sead::Vector3f&, |
| 92 | f32); |
| 93 | LiveActor* getSensorHost(const HitSensor*); |
| 94 | bool isFaceBetweenSensors(const sead::Vector3f&, const HitSensor*, const HitSensor*); |
| 95 | bool isFaceBetweenSensorsH(const sead::Vector3f&, const HitSensor*, const HitSensor*); |
| 96 | bool isEnableLookAtTargetSensor(const HitSensor*, const sead::Vector3f&, f32); |
| 97 | bool isSensorValid(const HitSensor*); |
| 98 | bool isHitBoxSensor(const HitSensor*, const sead::Vector3f&, const sead::BoundBox3f&); |
| 99 | f32 getSensorRadius(const HitSensor*); |
| 100 | bool isHitBoxSensor(const HitSensor*, const sead::Matrix34f&, const sead::BoundBox3f&); |
| 101 | bool isHitCylinderSensor(const HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32); |
| 102 | bool isHitCylinderSensor(const HitSensor*, const HitSensor*, const sead::Vector3f&, f32); |
| 103 | bool isHitCylinderSensor(sead::Vector3f*, sead::Vector3f*, const HitSensor*, const sead::Vector3f&, |
| 104 | const sead::Vector3f&, f32); |
| 105 | bool isHitCylinderSensor(sead::Vector3f*, sead::Vector3f*, const HitSensor*, const HitSensor*, |
| 106 | const sead::Vector3f&, f32); |
| 107 | bool isHitCylinderSensorHeight(const HitSensor*, const HitSensor*, const sead::Vector3f&, f32, f32); |
| 108 | bool isHitCircleSensor(sead::Vector3f*, sead::Vector3f*, const HitSensor*, const sead::Vector3f&, |
| 109 | const sead::Vector3f&, f32, f32); |
| 110 | bool isHitCircleSensor(sead::Vector3f*, sead::Vector3f*, const HitSensor*, const HitSensor*, |
| 111 | const sead::Vector3f&, f32, f32); |
| 112 | bool isHitCircleSensor(const HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32, f32); |
| 113 | bool isHitCircleSensor(const HitSensor*, const HitSensor*, const sead::Vector3f&, f32, f32); |
| 114 | bool isHitPlaneSensor(const HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32); |
| 115 | bool isHitPlaneSensor(const HitSensor*, const HitSensor*, const sead::Vector3f&, f32); |
| 116 | const sead::Vector3f& getActorTrans(const HitSensor*); |
| 117 | const sead::Vector3f& getActorVelocity(const HitSensor*); |
| 118 | const sead::Vector3f& getActorGravity(const HitSensor*); |
| 119 | bool isSensorName(const HitSensor*, const char*); |
| 120 | bool isSensorHostName(const HitSensor*, const char*); |
| 121 | bool isSensorHost(const HitSensor*, const LiveActor*); |
| 122 | void validateHitSensors(LiveActor*); |
| 123 | void invalidateHitSensors(LiveActor*); |
| 124 | bool isSensorValid(const LiveActor*, const char*); |
| 125 | void validateHitSensor(LiveActor*, const char*); |
| 126 | void invalidateHitSensor(LiveActor*, const char*); |
| 127 | void validateHitSensorBindableAll(LiveActor*); |
| 128 | bool isSensorBindableAll(const HitSensor*); |
| 129 | void validateHitSensorEnemyAll(LiveActor*); |
| 130 | bool isSensorEnemy(const HitSensor*); |
| 131 | void validateHitSensorEnemyAttackAll(LiveActor*); |
| 132 | bool isSensorEnemyAttack(const HitSensor*); |
| 133 | void validateHitSensorEnemyBodyAll(LiveActor*); |
| 134 | bool isSensorEnemyBody(const HitSensor*); |
| 135 | void validateHitSensorEyeAll(LiveActor*); |
| 136 | bool isSensorEye(const HitSensor*); |
| 137 | void validateHitSensorMapObjAll(LiveActor*); |
| 138 | bool isSensorMapObj(const HitSensor*); |
| 139 | void validateHitSensorNpcAll(LiveActor*); |
| 140 | bool isSensorNpc(const HitSensor*); |
| 141 | void validateHitSensorPlayerAll(LiveActor*); |
| 142 | bool isSensorPlayerAll(const HitSensor*); |
| 143 | void validateHitSensorRideAll(LiveActor*); |
| 144 | bool isSensorRide(const HitSensor*); |
| 145 | void invalidateHitSensorEyeAll(LiveActor*); |
| 146 | void invalidateHitSensorPlayerAll(LiveActor*); |
| 147 | void invalidateHitSensorPlayerAttackAll(LiveActor*); |
| 148 | bool isSensorPlayerAttack(const HitSensor*); |
| 149 | |
| 150 | bool sendMsgPlayerAttackTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 151 | bool sendMsgPlayerTrampleReflect(HitSensor* receiver, HitSensor* sender, |
| 152 | ComboCounter* comboCounter); |
| 153 | bool sendMsgPlayerReflectOrTrample(HitSensor* receiver, HitSensor* sender, |
| 154 | ComboCounter* comboCounter); |
| 155 | bool sendMsgPlayerHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 156 | bool sendMsgPlayerObjHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 157 | bool sendMsgPlayerObjHipDropReflect(HitSensor* receiver, HitSensor* sender, |
| 158 | ComboCounter* comboCounter); |
| 159 | bool sendMsgPlayerObjHipDropHighJump(HitSensor* receiver, HitSensor* sender, |
| 160 | ComboCounter* comboCounter); |
| 161 | bool sendMsgPlayerHipDropKnockDown(HitSensor* receiver, HitSensor* sender); |
| 162 | bool sendMsgPlayerStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 163 | bool sendMsgPlayerObjStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 164 | bool sendMsgPlayerObjStatueDropReflect(HitSensor* receiver, HitSensor* sender, |
| 165 | ComboCounter* comboCounter); |
| 166 | bool sendMsgPlayerObjStatueDropReflectNoCondition(HitSensor* receiver, HitSensor* sender); |
| 167 | bool sendMsgPlayerStatueTouch(HitSensor* receiver, HitSensor* sender); |
| 168 | bool sendMsgPlayerUpperPunch(HitSensor* receiver, HitSensor* sender); |
| 169 | bool sendMsgPlayerObjUpperPunch(HitSensor* receiver, HitSensor* sender); |
| 170 | bool sendMsgPlayerRollingAttack(HitSensor* receiver, HitSensor* sender); |
| 171 | bool sendMsgPlayerRollingReflect(HitSensor* receiver, HitSensor* sender); |
| 172 | bool sendMsgPlayerObjRollingAttack(HitSensor* receiver, HitSensor* sender); |
| 173 | bool sendMsgPlayerObjRollingAttackFailure(HitSensor* receiver, HitSensor* sender); |
| 174 | bool sendMsgPlayerInvincibleAttack(HitSensor* receiver, HitSensor* sender, |
| 175 | ComboCounter* comboCounter); |
| 176 | bool sendMsgPlayerFireBallAttack(HitSensor* receiver, HitSensor* sender); |
| 177 | bool sendMsgPlayerRouteDokanFireBallAttack(HitSensor* receiver, HitSensor* sender); |
| 178 | bool sendMsgPlayerTailAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 179 | bool sendMsgPlayerTouch(HitSensor* receiver, HitSensor* sender); |
| 180 | bool sendMsgPlayerKick(HitSensor* receiver, HitSensor* sender); |
| 181 | bool sendMsgPlayerCatch(HitSensor* receiver, HitSensor* sender); |
| 182 | bool sendMsgPlayerSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 183 | bool sendMsgPlayerBoomerangAttack(HitSensor* receiver, HitSensor* sender, |
| 184 | ComboCounter* comboCounter); |
| 185 | bool sendMsgPlayerBoomerangAttackCollide(HitSensor* receiver, HitSensor* sender); |
| 186 | bool sendMsgPlayerBoomerangReflect(HitSensor* receiver, HitSensor* sender); |
| 187 | bool sendMsgPlayerBoomerangBreak(HitSensor* receiver, HitSensor* sender); |
| 188 | bool sendMsgPlayerBodyAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 189 | bool sendMsgPlayerBodyLanding(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 190 | bool sendMsgPlayerBodyAttackReflect(HitSensor* receiver, HitSensor* sender, |
| 191 | ComboCounter* comboCounter); |
| 192 | bool sendMsgPlayerClimbAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 193 | bool sendMsgPlayerSpinAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 194 | bool sendMsgPlayerGiantAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 195 | bool sendMsgPlayerCooperationHipDrop(HitSensor* receiver, HitSensor* sender, |
| 196 | ComboCounter* comboCounter); |
| 197 | bool sendMsgPlayerClimbSlidingAttack(HitSensor* receiver, HitSensor* sender, |
| 198 | ComboCounter* comboCounter); |
| 199 | bool sendMsgPlayerClimbRollingAttack(HitSensor* receiver, HitSensor* sender, |
| 200 | ComboCounter* comboCounter); |
| 201 | bool sendMsgPlayerGiantHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 202 | bool sendMsgPlayerDisregard(HitSensor* receiver, HitSensor* sender); |
| 203 | bool sendMsgPlayerItemGet(HitSensor* receiver, HitSensor* sender); |
| 204 | bool sendMsgPlayerPutOnEquipment(HitSensor* receiver, HitSensor* sender); |
| 205 | bool sendMsgPlayerReleaseEquipment(HitSensor* receiver, HitSensor* sender); |
| 206 | bool sendMsgPlayerReleaseEquipmentGoal(HitSensor* receiver, HitSensor* sender, u32); |
| 207 | bool sendMsgPlayerFloorTouch(HitSensor* receiver, HitSensor* sender); |
| 208 | bool sendMsgPlayerDamageTouch(HitSensor* receiver, HitSensor* sender); |
| 209 | bool sendMsgPlayerCarryFront(HitSensor* receiver, HitSensor* sender); |
| 210 | bool sendMsgPlayerCarryFrontWallKeep(HitSensor* receiver, HitSensor* sender); |
| 211 | bool sendMsgPlayerCarryUp(HitSensor* receiver, HitSensor* sender); |
| 212 | bool sendMsgPlayerCarryKeepDemo(HitSensor* receiver, HitSensor* sender); |
| 213 | bool sendMsgPlayerCarryWarp(HitSensor* receiver, HitSensor* sender); |
| 214 | bool sendMsgPlayerLeave(HitSensor* receiver, HitSensor* sender); |
| 215 | bool sendMsgPlayerRelease(HitSensor* receiver, HitSensor* sender); |
| 216 | bool sendMsgPlayerReleaseBySwing(HitSensor* receiver, HitSensor* sender); |
| 217 | bool sendMsgPlayerReleaseDamage(HitSensor* receiver, HitSensor* sender); |
| 218 | bool sendMsgPlayerReleaseDead(HitSensor* receiver, HitSensor* sender); |
| 219 | bool sendMsgPlayerReleaseDemo(HitSensor* receiver, HitSensor* sender); |
| 220 | bool sendMsgPlayerToss(HitSensor* receiver, HitSensor* sender); |
| 221 | bool sendMsgPlayerInvincibleTouch(HitSensor* receiver, HitSensor* sender, |
| 222 | ComboCounter* comboCounter); |
| 223 | bool sendMsgEnemyAttack(HitSensor* receiver, HitSensor* sender); |
| 224 | bool sendMsgEnemyAttackBoomerang(HitSensor* receiver, HitSensor* sender); |
| 225 | bool sendMsgEnemyAttackFire(HitSensor* receiver, HitSensor* sender, const char*); |
| 226 | bool sendMsgEnemyAttackNeedle(HitSensor* receiver, HitSensor* sender); |
| 227 | bool sendMsgEnemyFloorTouch(HitSensor* receiver, HitSensor* sender); |
| 228 | bool sendMsgEnemyItemGet(HitSensor* receiver, HitSensor* sender); |
| 229 | bool sendMsgEnemyRouteDokanAttack(HitSensor* receiver, HitSensor* sender); |
| 230 | bool sendMsgEnemyRouteDokanFire(HitSensor* receiver, HitSensor* sender); |
| 231 | bool sendMsgEnemyTouch(HitSensor* receiver, HitSensor* sender); |
| 232 | bool sendMsgEnemyUpperPunch(HitSensor* receiver, HitSensor* sender); |
| 233 | bool sendMsgEnemyTrample(HitSensor* receiver, HitSensor* sender); |
| 234 | bool sendMsgMapObjTrample(HitSensor* receiver, HitSensor* sender); |
| 235 | bool sendMsgPressureDeath(HitSensor* receiver, HitSensor* sender); |
| 236 | bool sendMsgNpcTouch(HitSensor* receiver, HitSensor* sender); |
| 237 | bool sendMsgExplosion(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 238 | bool sendMsgExplosionCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 239 | bool sendMsgPush(HitSensor* receiver, HitSensor* sender); |
| 240 | bool sendMsgPushStrong(HitSensor* receiver, HitSensor* sender); |
| 241 | bool sendMsgPushVeryStrong(HitSensor* receiver, HitSensor* sender); |
| 242 | bool sendMsgHit(HitSensor* receiver, HitSensor* sender); |
| 243 | bool sendMsgHitStrong(HitSensor* receiver, HitSensor* sender); |
| 244 | bool sendMsgHitVeryStrong(HitSensor* receiver, HitSensor* sender); |
| 245 | bool sendMsgKnockDown(HitSensor* receiver, HitSensor* sender); |
| 246 | bool sendMsgMapPush(HitSensor* receiver, HitSensor* sender); |
| 247 | bool sendMsgVanish(HitSensor* receiver, HitSensor* sender); |
| 248 | bool sendMsgChangeAlpha(LiveActor* receiver, f32 alpha); |
| 249 | bool sendMsgShowModel(HitSensor* receiver, HitSensor* sender); |
| 250 | bool sendMsgHideModel(HitSensor* receiver, HitSensor* sender); |
| 251 | bool sendMsgRestart(HitSensor* receiver, HitSensor* sender); |
| 252 | bool sendMsgNeedleBallAttack(HitSensor* receiver, HitSensor* sender); |
| 253 | bool sendMsgPunpunFloorTouch(HitSensor* receiver, HitSensor* sender); |
| 254 | bool (HitSensor* receiver, HitSensor* sender); |
| 255 | bool sendMsgKickKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 256 | bool sendMsgKickKouraAttackCollide(HitSensor* receiver, HitSensor* sender, |
| 257 | ComboCounter* comboCounter); |
| 258 | bool sendMsgKickKouraGetItem(HitSensor* receiver, HitSensor* sender); |
| 259 | bool sendMsgKickKouraReflect(HitSensor* receiver, HitSensor* sender); |
| 260 | bool sendMsgKickKouraCollideNoReflect(HitSensor* receiver, HitSensor* sender); |
| 261 | bool sendMsgKickKouraBreak(HitSensor* receiver, HitSensor* sender); |
| 262 | bool sendMsgKickKouraBlow(HitSensor* receiver, HitSensor* sender); |
| 263 | bool sendMsgKickStoneAttack(HitSensor* receiver, HitSensor* sender); |
| 264 | bool sendMsgKickStoneAttackCollide(HitSensor* receiver, HitSensor* sender); |
| 265 | bool sendMsgKickStoneAttackHold(HitSensor* receiver, HitSensor* sender); |
| 266 | bool sendMsgKickStoneAttackReflect(HitSensor* receiver, HitSensor* sender); |
| 267 | bool sendMsgKickStoneTrample(HitSensor* receiver, HitSensor* sender); |
| 268 | bool sendMsgKillerAttack(HitSensor* receiver, HitSensor* sender); |
| 269 | bool sendMsgLiftGeyser(HitSensor* receiver, HitSensor* sender); |
| 270 | bool sendMsgWarpStart(HitSensor* receiver, HitSensor* sender); |
| 271 | bool sendMsgWarpEnd(HitSensor* receiver, HitSensor* sender); |
| 272 | bool sendMsgHoldCancel(HitSensor* receiver, HitSensor* sender); |
| 273 | bool sendMsgHoleIn(HitSensor* receiver, HitSensor* sender); |
| 274 | bool sendMsgJumpInhibit(HitSensor* receiver, HitSensor* sender); |
| 275 | bool sendMsgGoalKill(HitSensor* receiver, HitSensor* sender); |
| 276 | bool sendMsgGoal(HitSensor* receiver, HitSensor* sender); |
| 277 | bool sendMsgBindStart(HitSensor* receiver, HitSensor* sender); |
| 278 | bool sendMsgBindInit(HitSensor* receiver, HitSensor* sender, u32); |
| 279 | bool sendMsgBindEnd(HitSensor* receiver, HitSensor* sender); |
| 280 | bool sendMsgBindCancel(HitSensor* receiver, HitSensor* sender); |
| 281 | bool sendMsgBindCancelByDemo(HitSensor* receiver, HitSensor* sender); |
| 282 | bool sendMsgBindDamage(HitSensor* receiver, HitSensor* sender); |
| 283 | bool sendMsgBindSteal(HitSensor* receiver, HitSensor* sender); |
| 284 | bool sendMsgBindGiant(HitSensor* receiver, HitSensor* sender); |
| 285 | bool sendMsgBallAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 286 | bool sendMsgBallRouteDokanAttack(HitSensor* receiver, HitSensor* sender, |
| 287 | ComboCounter* comboCounter); |
| 288 | bool sendMsgBallAttackHold(HitSensor* receiver, HitSensor* sender); |
| 289 | bool sendMsgBallAttackDRCHold(HitSensor* receiver, HitSensor* sender); |
| 290 | bool sendMsgBallAttackCollide(HitSensor* receiver, HitSensor* sender); |
| 291 | bool sendMsgBallTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 292 | bool sendMsgBallTrampleCollide(HitSensor* receiver, HitSensor* sender); |
| 293 | bool sendMsgBallItemGet(HitSensor* receiver, HitSensor* sender); |
| 294 | bool sendMsgFireBalCollide(HitSensor* receiver, HitSensor* sender); |
| 295 | bool sendMsgFireBallFloorTouch(HitSensor* receiver, HitSensor* sender); |
| 296 | bool sendMsgDokanBazookaAttack(HitSensor* receiver, HitSensor* sender); |
| 297 | bool sendMsgRideAllPlayerItemGet(HitSensor* receiver, HitSensor* sender); |
| 298 | bool sendMsgHideModel(LiveActor* receiver); |
| 299 | bool sendMsgShowModel(LiveActor* receiver); |
| 300 | bool sendMsgRestart(LiveActor* receiver); |
| 301 | bool sendMsgCollisionImpulse(HitSensor* receiver, HitSensor* sender, sead::Vector3f*, |
| 302 | const sead::Vector3f&, f32, const sead::Vector3f&, f32); |
| 303 | bool sendMsgSwitchOn(LiveActor* receiver); |
| 304 | bool sendMsgSwitchOnInit(LiveActor* receiver); |
| 305 | bool sendMsgSwitchOffInit(LiveActor* receiver); |
| 306 | bool sendMsgSwitchKillOn(LiveActor* receiver); |
| 307 | bool sendMsgSwitchKillOnInit(LiveActor* receiver); |
| 308 | bool sendMsgSwitchKillOffInit(LiveActor* receiver); |
| 309 | bool sendMsgPlayerFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender); |
| 310 | bool sendMsgPlayerUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender); |
| 311 | bool sendMsgEnemyFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender); |
| 312 | bool sendMsgEnemyUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender); |
| 313 | bool sendMsgAskSafetyPoint(HitSensor* receiver, HitSensor* sender, sead::Vector3f**); |
| 314 | bool sendMsgAskSafetyPointToColliderGround(LiveActor* receiver, HitSensor* sender, |
| 315 | sead::Vector3f**); |
| 316 | bool sendMsgTouchAssist(HitSensor* receiver, HitSensor* sender); |
| 317 | bool sendMsgTouchAssistTrig(HitSensor* receiver, HitSensor* sender); |
| 318 | bool sendMsgTouchStroke(HitSensor* receiver, HitSensor* sender); |
| 319 | bool sendMsgScreenPointInvalidCollisionParts(HitSensor* receiver, HitSensor* sender); |
| 320 | bool sendMsgBlockUpperPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 321 | bool sendMsgBlockLowerPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 322 | bool sendMsgBlockItemGet(HitSensor* receiver, HitSensor* sender); |
| 323 | bool sendMsgKillerItemGet(HitSensor* receiver, HitSensor* sender); |
| 324 | bool sendMsgPlayerKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); |
| 325 | bool sendMsgLightFlash(HitSensor* receiver, HitSensor* sender); |
| 326 | bool sendMsgForceAbyss(HitSensor* receiver, HitSensor* sender); |
| 327 | bool sendMsgIsNerveSupportFreeze(HitSensor* receiver, HitSensor* sender); |
| 328 | bool sendMsgOnSyncSupportFreeze(HitSensor* receiver, HitSensor* sender); |
| 329 | bool sendMsgOffSyncSupportFreeze(HitSensor* receiver, HitSensor* sender); |
| 330 | bool sendMsgSwordAttackHighLeft(HitSensor* receiver, HitSensor* sender); |
| 331 | bool sendMsgSwordAttackLowLeft(HitSensor* receiver, HitSensor* sender); |
| 332 | bool sendMsgSwordAttackHighRight(HitSensor* receiver, HitSensor* sender); |
| 333 | bool sendMsgSwordAttackLowRight(HitSensor* receiver, HitSensor* sender); |
| 334 | bool sendMsgSwordAttackJumpUnder(HitSensor* receiver, HitSensor* sender); |
| 335 | bool sendMsgSwordBeamAttack(HitSensor* receiver, HitSensor* sender); |
| 336 | bool sendMsgSwordBeamReflectAttack(HitSensor* receiver, HitSensor* sender); |
| 337 | bool sendMsgShieldGuard(HitSensor* receiver, HitSensor* sender); |
| 338 | bool sendMsgEnemyAttackKnockDown(HitSensor* receiver, HitSensor* sender); |
| 339 | bool sendMsgAskMultiPlayerEnemy(HitSensor* receiver, HitSensor* sender); |
| 340 | bool sendMsgItemGettable(HitSensor* receiver, HitSensor* sender); |
| 341 | bool sendMsgKikkiThrow(HitSensor* receiver, HitSensor* sender); |
| 342 | bool sendMsgIsKikkiThrowTarget(HitSensor* receiver, HitSensor* sender); |
| 343 | bool sendMsgPlayerCloudGet(HitSensor* receiver, HitSensor* sender); |
| 344 | bool sendMsgAutoJump(HitSensor* receiver, HitSensor* sender); |
| 345 | bool sendMsgPlayerTouchShadow(HitSensor* receiver, HitSensor* sender); |
| 346 | bool sendMsgPlayerPullOutShadow(HitSensor* receiver, HitSensor* sender); |
| 347 | bool sendMsgPlayerAttackShadow(HitSensor* receiver, HitSensor* sender); |
| 348 | bool sendMsgPlayerAttackShadowStrong(HitSensor* receiver, HitSensor* sender); |
| 349 | bool sendMsgPlayerAttackChangePos(HitSensor* receiver, HitSensor* sender, sead::Vector3f* pos); |
| 350 | bool sendMsgAtmosOnlineLight(HitSensor* receiver, HitSensor* sender); |
| 351 | bool sendMsgLightBurn(HitSensor* receiver, HitSensor* sender); |
| 352 | bool sendMsgMoonLightBurn(HitSensor* receiver, HitSensor* sender); |
| 353 | bool sendMsgString(HitSensor* receiver, HitSensor* sender, const char* str); |
| 354 | bool sendMsgStringV4fPtr(HitSensor* receiver, HitSensor* sender, const char* str, |
| 355 | sead::Vector4f* vec); |
| 356 | bool sendMsgStringV4fSensorPtr(HitSensor* receiver, HitSensor* sender, const char* str, |
| 357 | sead::Vector4f* vec); |
| 358 | bool sendMsgStringVoidPtr(HitSensor* receiver, HitSensor* sender, const char* str, void* ptr); |
| 359 | |
| 360 | bool isMsgPushAll(const SensorMsg* msg); |
| 361 | bool isMsgPush(const SensorMsg* msg); |
| 362 | bool isMsgPushStrong(const SensorMsg* msg); |
| 363 | bool isMsgPushVeryStrong(const SensorMsg* msg); |
| 364 | bool isMsgHoldReleaseAll(const SensorMsg* msg); |
| 365 | bool isMsgHoldCancel(const SensorMsg* msg); |
| 366 | bool isMsgPlayerRelease(const SensorMsg* msg); |
| 367 | bool isMsgPlayerReleaseBySwing(const SensorMsg* msg); |
| 368 | bool isMsgPlayerReleaseDead(const SensorMsg* msg); |
| 369 | bool isMsgPlayerReleaseDamage(const SensorMsg* msg); |
| 370 | bool isMsgPlayerReleaseDemo(const SensorMsg* msg); |
| 371 | bool isMsgItemGetDirectAll(const SensorMsg* msg); |
| 372 | bool isMsgPlayerItemGet(const SensorMsg* msg); |
| 373 | bool isMsgRideAllPlayerItemGet(const SensorMsg* msg); |
| 374 | bool isMsgPlayerTailAttack(const SensorMsg* msg); |
| 375 | bool isMsgItemGetByObjAll(const SensorMsg* msg); |
| 376 | bool isMsgBallItemGet(const SensorMsg* msg); |
| 377 | bool isMsgKickKouraItemGet(const SensorMsg* msg); |
| 378 | bool isMsgKillerItemGet(const SensorMsg* msg); |
| 379 | bool isMsgItemGetAll(const SensorMsg* msg); |
| 380 | bool isMsgFloorTouch(const SensorMsg* msg); |
| 381 | bool isMsgPlayerFloorTouch(const SensorMsg* msg); |
| 382 | bool isMsgEnemyFloorTouch(const SensorMsg* msg); |
| 383 | bool isMsgUpperPunch(const SensorMsg* msg); |
| 384 | bool isMsgPlayerUpperPunch(const SensorMsg* msg); |
| 385 | bool isMsgEnemyUpperPunch(const SensorMsg* msg); |
| 386 | bool isMsgPlayerTrample(const SensorMsg* msg); |
| 387 | bool isMsgPlayerTrampleReflect(const SensorMsg* msg); |
| 388 | bool isMsgPlayerHipDropAll(const SensorMsg* msg); |
| 389 | bool isMsgPlayerStatueDrop(const SensorMsg* msg); |
| 390 | bool isMsgPlayerObjHipDropAll(const SensorMsg* msg); |
| 391 | bool isMsgPlayerObjStatueDrop(const SensorMsg* msg); |
| 392 | bool isMsgPlayerObjHipDropReflectAll(const SensorMsg* msg); |
| 393 | bool isMsgPlayerObjStatueDropReflect(const SensorMsg* msg); |
| 394 | bool isMsgPlayerObjHipDropHighJump(const SensorMsg* msg); |
| 395 | bool isMsgPlayerHipDropKnockDown(const SensorMsg* msg); |
| 396 | bool isMsgPlayerObjStatueDropReflectNoCondition(const SensorMsg* msg); |
| 397 | bool isMsgPlayerStatueTouch(const SensorMsg* msg); |
| 398 | bool isMsgPlayerObjUpperPunch(const SensorMsg* msg); |
| 399 | bool isMsgPlayerRollingAttack(const SensorMsg* msg); |
| 400 | bool isMsgPlayerRollingReflect(const SensorMsg* msg); |
| 401 | bool isMsgPlayerObjRollingAttack(const SensorMsg* msg); |
| 402 | bool isMsgPlayerObjRollingAttackFailure(const SensorMsg* msg); |
| 403 | bool isMsgPlayerInvincibleAttack(const SensorMsg* msg); |
| 404 | bool isMsgPlayerFireBallAttack(const SensorMsg* msg); |
| 405 | bool isMsgPlayerRouteDokanFireBallAttack(const SensorMsg* msg); |
| 406 | bool isMsgPlayerKick(const SensorMsg* msg); |
| 407 | bool isMsgPlayerCatch(const SensorMsg* msg); |
| 408 | bool isMsgPlayerSlidingAttack(const SensorMsg* msg); |
| 409 | bool isMsgPlayerBoomerangAttack(const SensorMsg* msg); |
| 410 | bool isMsgPlayerBoomerangAttackCollide(const SensorMsg* msg); |
| 411 | bool isMsgPlayerBoomerangReflect(const SensorMsg* msg); |
| 412 | bool isMsgPlayerBoomerangBreak(const SensorMsg* msg); |
| 413 | bool isMsgPlayerBodyAttack(const SensorMsg* msg); |
| 414 | bool isMsgPlayerBodyLanding(const SensorMsg* msg); |
| 415 | bool isMsgPlayerBodyAttackReflect(const SensorMsg* msg); |
| 416 | bool isMsgPlayerClimbAttack(const SensorMsg* msg); |
| 417 | bool isMsgPlayerSpinAttack(const SensorMsg* msg); |
| 418 | bool isMsgPlayerGiantAttack(const SensorMsg* msg); |
| 419 | bool isMsgPlayerCooperationHipDrop(const SensorMsg* msg); |
| 420 | bool isMsgPlayerClimbSlidingAttack(const SensorMsg* msg); |
| 421 | bool isMsgPlayerClimbRollingAttack(const SensorMsg* msg); |
| 422 | bool isMsgPlayerGiantHipDrop(const SensorMsg* msg); |
| 423 | bool isMsgPlayerDisregard(const SensorMsg* msg); |
| 424 | bool isMsgPlayerDash(const SensorMsg* msg); |
| 425 | bool isMsgPlayerDamageTouch(const SensorMsg* msg); |
| 426 | bool isMsgPlayerFloorTouchBind(const SensorMsg* msg); |
| 427 | bool isMsgPlayerTouch(const SensorMsg* msg); |
| 428 | bool isMsgPlayerInvincibleTouch(const SensorMsg* msg); |
| 429 | bool isMsgPlayerGiantTouch(const SensorMsg* msg); |
| 430 | bool isMsgPlayerObjTouch(const SensorMsg* msg); |
| 431 | bool isMsgPlayerPutOnEquipment(const SensorMsg* msg); |
| 432 | bool isMsgPlayerReleaseEquipment(const SensorMsg* msg); |
| 433 | bool isMsgPlayerReleaseEquipmentGoal(const SensorMsg* msg); |
| 434 | bool isMsgPlayerCarryFront(const SensorMsg* msg); |
| 435 | bool isMsgPlayerCarryFrontWallKeep(const SensorMsg* msg); |
| 436 | bool isMsgPlayerCarryUp(const SensorMsg* msg); |
| 437 | bool isMsgPlayerCarryKeepDemo(const SensorMsg* msg); |
| 438 | bool isMsgPlayerCarryWarp(const SensorMsg* msg); |
| 439 | bool isMsgPlayerLeave(const SensorMsg* msg); |
| 440 | bool isMsgPlayerToss(const SensorMsg* msg); |
| 441 | bool isMsgEnemyAttack(const SensorMsg* msg); |
| 442 | bool isMsgEnemyAttackFire(const SensorMsg* msg); |
| 443 | bool isMsgEnemyAttackKnockDown(const SensorMsg* msg); |
| 444 | bool isMsgEnemyAttackBoomerang(const SensorMsg* msg); |
| 445 | bool isMsgEnemyAttackNeedle(const SensorMsg* msg); |
| 446 | bool isMsgEnemyItemGet(const SensorMsg* msg); |
| 447 | bool isMsgEnemyRouteDokanAttack(const SensorMsg* msg); |
| 448 | bool isMsgEnemyRouteDokanFire(const SensorMsg* msg); |
| 449 | bool isMsgExplosion(const SensorMsg* msg); |
| 450 | bool isMsgExplosionCollide(const SensorMsg* msg); |
| 451 | bool isMsgBindStart(const SensorMsg* msg); |
| 452 | bool isMsgBindInit(const SensorMsg* msg); |
| 453 | bool isMsgBindEnd(const SensorMsg* msg); |
| 454 | bool isMsgBindCancel(const SensorMsg* msg); |
| 455 | bool isMsgBindCancelByDemo(const SensorMsg* msg); |
| 456 | bool isMsgBindDamage(const SensorMsg* msg); |
| 457 | bool isMsgBindSteal(const SensorMsg* msg); |
| 458 | bool isMsgBindGiant(const SensorMsg* msg); |
| 459 | bool isMsgPressureDeath(const SensorMsg* msg); |
| 460 | bool isMsgNpcTouch(const SensorMsg* msg); |
| 461 | bool isMsgHit(const SensorMsg* msg); |
| 462 | bool isMsgHitStrong(const SensorMsg* msg); |
| 463 | bool isMsgHitVeryStrong(const SensorMsg* msg); |
| 464 | bool isMsgKnockDown(const SensorMsg* msg); |
| 465 | bool isMsgMapPush(const SensorMsg* msg); |
| 466 | bool isMsgVanish(const SensorMsg* msg); |
| 467 | bool isMsgChangeAlpha(const SensorMsg* msg); |
| 468 | bool isMsgShowModel(const SensorMsg* msg); |
| 469 | bool isMsgHideModel(const SensorMsg* msg); |
| 470 | bool isMsgRestart(const SensorMsg* msg); |
| 471 | bool isMsgEnemyTouch(const SensorMsg* msg); |
| 472 | bool isMsgEnemyTrample(const SensorMsg* msg); |
| 473 | bool isMsgMapObjTrample(const SensorMsg* msg); |
| 474 | bool isMsgNeedleBallAttack(const SensorMsg* msg); |
| 475 | bool isMsgPunpunFloorTouch(const SensorMsg* msg); |
| 476 | bool (const SensorMsg* msg); |
| 477 | bool isMsgKickKouraAttack(const SensorMsg* msg); |
| 478 | bool isMsgKickKouraAttackCollide(const SensorMsg* msg); |
| 479 | bool isMsgKickKouraReflect(const SensorMsg* msg); |
| 480 | bool isMsgKickKouraCollideNoReflect(const SensorMsg* msg); |
| 481 | bool isMsgKickKouraBreak(const SensorMsg* msg); |
| 482 | bool isMsgKickKouraBlow(const SensorMsg* msg); |
| 483 | bool isMsgKickStoneAttack(const SensorMsg* msg); |
| 484 | bool isMsgKickStoneAttackCollide(const SensorMsg* msg); |
| 485 | bool isMsgKickStoneAttackHold(const SensorMsg* msg); |
| 486 | bool isMsgKickStoneAttackReflect(const SensorMsg* msg); |
| 487 | bool isMsgKickStoneTrample(const SensorMsg* msg); |
| 488 | bool isMsgKillerAttack(const SensorMsg* msg); |
| 489 | bool isMsgLiftGeyser(const SensorMsg* msg); |
| 490 | bool isMsgWarpStart(const SensorMsg* msg); |
| 491 | bool isMsgWarpEnd(const SensorMsg* msg); |
| 492 | bool isMsgHoleIn(const SensorMsg* msg); |
| 493 | bool isMsgJumpInhibit(const SensorMsg* msg); |
| 494 | bool isMsgGoalKill(const SensorMsg* msg); |
| 495 | bool isMsgGoal(const SensorMsg* msg); |
| 496 | bool isMsgBallAttack(const SensorMsg* msg); |
| 497 | bool isMsgBallRouteDokanAttack(const SensorMsg* msg); |
| 498 | bool isMsgBallAttackHold(const SensorMsg* msg); |
| 499 | bool isMsgBallAttackDRCHold(const SensorMsg* msg); |
| 500 | bool isMsgBallAttackCollide(const SensorMsg* msg); |
| 501 | bool isMsgBallTrample(const SensorMsg* msg); |
| 502 | bool isMsgBallTrampleCollide(const SensorMsg* msg); |
| 503 | bool isMsgFireBallCollide(const SensorMsg* msg); |
| 504 | bool isMsgFireBallFloorTouch(const SensorMsg* msg); |
| 505 | bool isMsgDokanBazookaAttack(const SensorMsg* msg); |
| 506 | bool isMsgSwitchOn(const SensorMsg* msg); |
| 507 | bool isMsgSwitchOnInit(const SensorMsg* msg); |
| 508 | bool isMsgSwitchOffInit(const SensorMsg* msg); |
| 509 | bool isMsgSwitchKillOn(const SensorMsg* msg); |
| 510 | bool isMsgSwitchKillOnInit(const SensorMsg* msg); |
| 511 | bool isMsgSwitchKillOffInit(const SensorMsg* msg); |
| 512 | bool isMsgAskSafetyPoint(const SensorMsg* msg); |
| 513 | bool trySetAskSafetyPointFollowPos(const SensorMsg* msg, sead::Vector3f*); |
| 514 | bool isMsgTouchAssist(const SensorMsg* msg); |
| 515 | bool isMsgTouchAssistNoPat(const SensorMsg* msg); |
| 516 | bool isMsgTouchAssistTrig(const SensorMsg* msg); |
| 517 | bool isMsgTouchAssistTrigOff(const SensorMsg* msg); |
| 518 | bool isMsgTouchAssistTrigNoPat(const SensorMsg* msg); |
| 519 | bool isMsgTouchAssistBurn(const SensorMsg* msg); |
| 520 | bool isMsgTouchAssistAll(const SensorMsg* msg); |
| 521 | bool isMsgTouchCarryItem(const SensorMsg* msg); |
| 522 | bool isMsgTouchReleaseItem(const SensorMsg* msg); |
| 523 | bool isMsgTouchStroke(const SensorMsg* msg); |
| 524 | bool isMsgIsNerveSupportFreeze(const SensorMsg* msg); |
| 525 | bool isMsgOnSyncSupportFreeze(const SensorMsg* msg); |
| 526 | bool isMsgOffSyncSupportFreeze(const SensorMsg* msg); |
| 527 | bool isMsgScreenPointInvalidCollisionParts(const SensorMsg* msg); |
| 528 | bool isMsgBlockUpperPunch(const SensorMsg* msg); |
| 529 | bool isMsgBlockLowerPunch(const SensorMsg* msg); |
| 530 | bool isMsgBlockItemGet(const SensorMsg* msg); |
| 531 | bool isMsgPlayerKouraAttack(const SensorMsg* msg); |
| 532 | bool isMsgLightFlash(const SensorMsg* msg); |
| 533 | bool isMsgForceAbyss(const SensorMsg* msg); |
| 534 | bool isMsgSwordAttackHigh(const SensorMsg* msg); |
| 535 | bool isMsgSwordAttackHighLeft(const SensorMsg* msg); |
| 536 | bool isMsgSwordAttackHighRight(const SensorMsg* msg); |
| 537 | bool isMsgSwordAttackLow(const SensorMsg* msg); |
| 538 | bool isMsgSwordAttackLowLeft(const SensorMsg* msg); |
| 539 | bool isMsgSwordAttackLowRight(const SensorMsg* msg); |
| 540 | bool isMsgSwordBeamAttack(const SensorMsg* msg); |
| 541 | bool isMsgSwordBeamReflectAttack(const SensorMsg* msg); |
| 542 | bool isMsgSwordAttackJumpUnder(const SensorMsg* msg); |
| 543 | bool isMsgShieldGuard(const SensorMsg* msg); |
| 544 | bool isMsgAskMultiPlayerEnemy(const SensorMsg* msg); |
| 545 | bool isMsgItemGettable(const SensorMsg* msg); |
| 546 | bool isMsgKikkiThrow(const SensorMsg* msg); |
| 547 | bool isMsgIsKikkiThrowTarget(const SensorMsg* msg); |
| 548 | bool isMsgPlayerCloudGet(const SensorMsg* msg); |
| 549 | bool isMsgAutoJump(const SensorMsg* msg); |
| 550 | bool isMsgPlayerTouchShadow(const SensorMsg* msg); |
| 551 | bool isMsgPlayerPullOutShadow(const SensorMsg* msg); |
| 552 | bool isMsgPlayerAttackShadow(const SensorMsg* msg); |
| 553 | bool isMsgPlayerAttackShadowStrong(const SensorMsg* msg); |
| 554 | bool isMsgPlayerAttackChangePos(const SensorMsg* msg); |
| 555 | bool isMsgAtmosOnlineLight(const SensorMsg* msg); |
| 556 | bool isMsgLightBurn(const SensorMsg* msg); |
| 557 | bool isMsgMoonLightBurn(const SensorMsg* msg); |
| 558 | bool isMsgString(const SensorMsg* msg); |
| 559 | bool isMsgStringV4fPtr(const SensorMsg* msg); |
| 560 | bool isMsgStringV4fSensorPtr(const SensorMsg* msg); |
| 561 | bool isMsgStringVoidPtr(const SensorMsg* msg); |
| 562 | bool isMsgPlayerTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*); |
| 563 | // Unnamed function at 8FD424 here |
| 564 | bool isMsgPlayerTrampleReflectForCrossoverSensor(const SensorMsg* msg, const HitSensor*, |
| 565 | const HitSensor*); |
| 566 | bool isMsgPlayerUpperPunchForCrossoverSensor(const SensorMsg* msg, const HitSensor*, |
| 567 | const HitSensor*, f32); |
| 568 | bool isMsgKickStoneTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, |
| 569 | const HitSensor*); |
| 570 | bool sendMsgEnemyAttackForCrossoverSensor(HitSensor*, HitSensor*); |
| 571 | bool sendMsgEnemyAttackForCrossoverCylinderSensor(HitSensor*, HitSensor*, const sead::Vector3f&, |
| 572 | const sead::Vector3f&, f32); |
| 573 | |
| 574 | bool isSensorPlayer(const HitSensor*); |
| 575 | bool (const HitSensor*); |
| 576 | bool isSensorPlayerDecoration(const HitSensor*); |
| 577 | bool isSensorPlayerEye(const HitSensor*); |
| 578 | bool isSensorPlayerOrPlayerWeapon(const HitSensor*); |
| 579 | bool isSensorCollision(const HitSensor*); |
| 580 | bool isSensorPlayerFireBall(const HitSensor*); |
| 581 | bool isSensorHoldObj(const HitSensor*); |
| 582 | bool isSensorLookAt(const HitSensor*); |
| 583 | bool isSensorBindableGoal(const HitSensor*); |
| 584 | bool isSensorBindableAllPlayer(const HitSensor*); |
| 585 | bool isSensorBindableBubbleOutScreen(const HitSensor*); |
| 586 | bool isSensorBindableKoura(const HitSensor*); |
| 587 | bool isSensorBindableRouteDokan(const HitSensor*); |
| 588 | bool isSensorBindableBubblePadInput(const HitSensor*); |
| 589 | bool isSensorBindable(const HitSensor*); |
| 590 | bool isSensorSimple(const HitSensor*); |
| 591 | void updateHitSensorsAll(LiveActor*); |
| 592 | bool isMySensor(const HitSensor*, const LiveActor*); |
| 593 | bool isSensorHitAnyPlane(const HitSensor*, const HitSensor*, const sead::Vector3f&); |
| 594 | bool isSensorHitRingShape(const HitSensor*, const HitSensor*, f32); |
| 595 | bool tryGetEnemyAttackFireMaterialCode(const char**, const SensorMsg*); |
| 596 | bool sendMsgPushAndKillVelocityToTarget(LiveActor*, HitSensor*, HitSensor*); |
| 597 | bool sendMsgPushAndKillVelocityToTargetH(LiveActor*, HitSensor*, HitSensor*); |
| 598 | bool pushAndAddVelocity(LiveActor*, const HitSensor*, const HitSensor*, f32); |
| 599 | bool pushAndAddVelocityH(LiveActor*, const HitSensor*, const HitSensor*, f32); |
| 600 | bool pushAndAddVelocityV(LiveActor*, const HitSensor*, const HitSensor*, f32); |
| 601 | bool tryReceiveMsgPushAndAddVelocity(LiveActor*, const SensorMsg*, const HitSensor*, |
| 602 | const HitSensor*, f32); |
| 603 | bool tryReceiveMsgPushAndAddVelocityH(LiveActor*, const SensorMsg*, const HitSensor*, |
| 604 | const HitSensor*, f32); |
| 605 | bool tryReceiveMsgPushAndCalcPushTrans(sead::Vector3f*, const SensorMsg*, const LiveActor*, |
| 606 | const HitSensor*, const HitSensor*, f32); |
| 607 | bool sendMsgCollidePush(HitSensor*, HitSensor*, const sead::Vector3f&); |
| 608 | bool tryReceiveMsgCollidePush(sead::Vector3f*, const SensorMsg*); |
| 609 | f32 getChangeAlphaValue(const SensorMsg*); |
| 610 | u32 getBindInitType(const SensorMsg*); |
| 611 | const char* getMsgString(const SensorMsg*); |
| 612 | const char* getMsgStringV4fPtr(const SensorMsg*, sead::Vector4f**); |
| 613 | const char* getMsgStringV4fSensorPtr(const SensorMsg*, sead::Vector4f, HitSensor**); |
| 614 | const char* getMsgStringVoidPtr(const SensorMsg*, void**); |
| 615 | u32 getPlayerReleaseEquipmentGoalType(const SensorMsg*); |
| 616 | } // namespace al |
| 617 | |
| 618 | namespace AttackSensorFunction { |
| 619 | u16 getAttackSensorNum(const al::HitSensor*); |
| 620 | u16 getAttackSensorNumMax(const al::HitSensor*); |
| 621 | al::HitSensor* getAttackSensor(const al::HitSensor*, s32); |
| 622 | al::HitSensor* findNearestAttackSensor(const al::HitSensor*); |
| 623 | } // namespace AttackSensorFunction |
| 624 | |
| 625 | // Unnamed function at 8FEB0C here |
| 626 | |