| 1 | #pragma once |
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | namespace al { |
| 6 | class HitSensor; |
| 7 | class LiveActor; |
| 8 | class PadRumbleKeeper; |
| 9 | class PlayerHolder; |
| 10 | |
| 11 | s32 getPlayerNumMax(const LiveActor*); |
| 12 | s32 getPlayerNumMax(const PlayerHolder*); |
| 13 | s32 getAlivePlayerNum(const LiveActor*); |
| 14 | s32 getAlivePlayerNum(const PlayerHolder*); |
| 15 | LiveActor* getPlayerActor(const LiveActor*, s32); |
| 16 | LiveActor* getPlayerActor(const PlayerHolder*, s32); |
| 17 | const sead::Vector3f& getPlayerPos(const LiveActor*, s32); |
| 18 | const sead::Vector3f& getPlayerPos(const PlayerHolder*, s32); |
| 19 | LiveActor* tryGetPlayerActor(const LiveActor*, s32); |
| 20 | LiveActor* tryGetPlayerActor(const PlayerHolder*, s32); |
| 21 | bool isPlayerDead(const LiveActor*, s32); |
| 22 | bool isPlayerDead(const PlayerHolder*, s32); |
| 23 | bool isPlayerAreaTarget(const LiveActor*, s32); |
| 24 | bool isPlayerAreaTarget(const PlayerHolder*, s32); |
| 25 | LiveActor* tryFindAlivePlayerActorFirst(const LiveActor*); |
| 26 | LiveActor* tryFindAlivePlayerActorFirst(const PlayerHolder*); |
| 27 | LiveActor* findAlivePlayerActorFirst(const LiveActor*); |
| 28 | LiveActor* findAlivePlayerActorFirst(const PlayerHolder*); |
| 29 | PadRumbleKeeper* getPlayerPadRumbleKeeper(const LiveActor*, s32); |
| 30 | s32 getPlayerPort(const PlayerHolder*, s32); |
| 31 | s32 getPlayerPort(const LiveActor*, s32); |
| 32 | LiveActor* findAlivePlayerActorFromPort(const PlayerHolder*, s32); |
| 33 | LiveActor* tryFindAlivePlayerActorFromPort(const PlayerHolder*, s32); |
| 34 | LiveActor* findAlivePlayerActorFromPort(const LiveActor*, s32); |
| 35 | LiveActor* tryFindAlivePlayerActorFromPort(const LiveActor*, s32); |
| 36 | s32 findNearestPlayerId(const LiveActor*, f32); |
| 37 | LiveActor* findNearestPlayerActor(const LiveActor*); |
| 38 | LiveActor* tryFindNearestPlayerActor(const LiveActor*); |
| 39 | const sead::Vector3f& findNearestPlayerPos(const LiveActor*); |
| 40 | bool tryFindNearestPlayerPos(sead::Vector3f*, const LiveActor*); |
| 41 | bool tryFindNearestPlayerDisatanceFromTarget(f32*, const LiveActor*, const sead::Vector3f&); |
| 42 | bool isNearPlayer(const LiveActor*, f32); |
| 43 | bool isNearPlayerH(const LiveActor*, f32); |
| 44 | bool isNearPlayerHCondition(const LiveActor*, f32, bool (*)(const LiveActor*)); |
| 45 | const sead::Vector3f& getFarPlayerPosMaxX(const LiveActor*); |
| 46 | const sead::Vector3f& getFarPlayerPosMinX(const LiveActor*); |
| 47 | u32 calcPlayerListOrderByDistance(const LiveActor*, const LiveActor**, u32); |
| 48 | u32 calcAlivePlayerActor(const LiveActor*, const LiveActor**, u32); |
| 49 | LiveActor* tryFindNearestPlayerActorCondition(const LiveActor*, bool (*)(const LiveActor*)); |
| 50 | bool tryFindNearestPlayerPosCondition(sead::Vector3f*, const LiveActor*, |
| 51 | bool (*)(const LiveActor*)); |
| 52 | bool isResetablePlayerPos(const LiveActor*, const sead::Vector3f&, f32, f32); |
| 53 | bool isResetablePlayerPos(const LiveActor*, f32); |
| 54 | void faceToPlayer(LiveActor*); |
| 55 | } // namespace al |
| 56 | |
| 57 | namespace alPlayerFunction { |
| 58 | void registerPlayer(al::LiveActor*, al::PadRumbleKeeper*); |
| 59 | bool isFullPlayerHolder(al::LiveActor*); |
| 60 | s32 findPlayerHolderIndex(const al::LiveActor*); |
| 61 | s32 findPlayerHolderIndex(const al::HitSensor*); |
| 62 | bool isPlayerActor(const al::LiveActor*); |
| 63 | bool isPlayerActor(const al::HitSensor*); |
| 64 | } // namespace alPlayerFunction |
| 65 | |