| 1 | #pragma once |
| 2 | |
| 3 | #include <math/seadVector.h> |
| 4 | |
| 5 | namespace al { |
| 6 | class LiveActor; |
| 7 | class AreaObj; |
| 8 | class IUseAreaObj; |
| 9 | } // namespace al |
| 10 | |
| 11 | namespace rs { |
| 12 | al::AreaObj* tryFind2DAreaObj(const al::IUseAreaObj* user, const sead::Vector3f& trans); |
| 13 | al::AreaObj* tryFind2DAreaObj(const al::LiveActor* actor, sead::Vector3f*, sead::Vector3f*); |
| 14 | void calc2DAreaLockDir(sead::Vector3f* lockDir, const al::AreaObj* area, |
| 15 | const sead::Vector3f& trans); |
| 16 | void get2DAreaPos(sead::Vector3f* pos, const al::AreaObj* area); |
| 17 | bool isIn2DArea(const al::LiveActor* actor, sead::Vector3f*, sead::Vector3f*); |
| 18 | bool isInChangeStage(const al::LiveActor* actor, const sead::Vector3f* trans); |
| 19 | bool isInWarpArea(const al::LiveActor* actor); |
| 20 | bool isInLowGravityArea(const al::LiveActor* actor); |
| 21 | bool isInItemVanishArea(const al::LiveActor* actor); |
| 22 | bool tryFindStageMapAreaAndGetPlayerPoint(sead::Vector3f* playerPoint, const al::IUseAreaObj* user, |
| 23 | const sead::Vector3f& trans); |
| 24 | bool calcFindWaterAreaSurfaceNoWaveByArrow(const al::LiveActor* actor, sead::Vector3f*, |
| 25 | sead::Vector3f*, const sead::Vector3f&, |
| 26 | const sead::Vector3f&); |
| 27 | bool isPushOut2DAreaOpposite(const al::AreaObj* area); |
| 28 | bool isFaceTo2DAreaPushOutDir(const al::AreaObj* area); |
| 29 | void calc2DAreaFreeDir(sead::Vector3f* freeDir, const al::AreaObj* area, |
| 30 | const sead::Vector3f& trans); |
| 31 | bool calc2DAreaGravity(sead::Vector3f* gravity, const al::AreaObj* area, |
| 32 | const sead::Vector3f& trans); |
| 33 | bool calc2DAreaSnapPower(sead::Vector3f*, f32* snapPower, const al::AreaObj* area, |
| 34 | const sead::Vector3f& trans); |
| 35 | bool calc2DAreaDistanceGravity(sead::Vector3f*, const al::AreaObj* area, |
| 36 | const sead::Vector3f& trans); |
| 37 | f32 get2DAreaSurfaceDistance(const al::AreaObj* area); |
| 38 | bool calc2DAreaSnapPowerSurfaceDistance(sead::Vector3f*, f32* snapPower, const al::AreaObj* area, |
| 39 | const sead::Vector3f& trans, f32 surfaceDistance); |
| 40 | bool calcExtForceAreaVelocity(sead::Vector3f*, const al::IUseAreaObj* user, |
| 41 | const sead::Vector3f& trans, const sead::Vector3f&, |
| 42 | const sead::Vector3f& velocity); |
| 43 | bool tryFindRecoveryTargetPosArea(bool* isNoCollideGround, sead::Vector3f* targetPos, |
| 44 | sead::Vector3f* targetRotate, const al::AreaObj** area, |
| 45 | const al::IUseAreaObj* user, const sead::Vector3f& trans); |
| 46 | bool tryFindForceRecoveryArea(sead::Vector3f* targetPos, sead::Vector3f* targetRotate, |
| 47 | const al::AreaObj** area, const al::IUseAreaObj* user, |
| 48 | const sead::Vector3f& trans); |
| 49 | } // namespace rs |
| 50 | |