al namespace

Namespaces

namespace anonymous_namespace{ChildStep.cpp}
namespace anonymous_namespace{EffectObjFollowCamera.cpp}
namespace anonymous_namespace{EffectObjFollowCameraLimit.cpp}
namespace anonymous_namespace{KeyMoveMapParts.cpp}
namespace anonymous_namespace{RailMoveMapParts.cpp}
namespace anonymous_namespace{RotateMapParts.cpp}
namespace anonymous_namespace{SwitchOpenMapParts.cpp}
namespace anonymous_namespace{VisibleSwitchMapParts.cpp}
namespace EffectObjFunction

Classes

class AccountHolder
class ActionAnimCtrl
struct ActionAnimCtrlInfo
struct ActionAnimDataInfo
class ActionBgmCtrl
class ActionEffectCtrl
struct ActionEffectCtrlInfo
class ActionFlagCtrl
struct ActionFlagCtrlInfo
class ActionPadAndCameraCtrl
class ActionScreenEffectCtrl
struct ActionScreenEffectCtrlInfo
class ActionSeCtrl
class ActorActionKeeper
class ActorBackAroundCameraSubTarget
class ActorCameraSubTarget
class ActorCameraTarget
class ActorDitherAnimator
class ActorExecuteInfo
class ActorFactory
struct ActorInitInfo
class ActorInitResourceData
class ActorItemKeeper
class ActorMatrixCameraTarget
class ActorOcclusionKeeper
class ActorParamHolder
struct ActorParamMove
class ActorPoseKeeperBase
class ActorPoseKeeperTFGSV
class ActorPoseKeeperTFSV
class ActorPoseKeeperTFUSV
class ActorPoseKeeperTQGMSV
class ActorPoseKeeperTQGSV
class ActorPoseKeeperTQSV
class ActorPoseKeeperTRGMSV
class ActorPoseKeeperTRMSV
class ActorPoseKeeperTRSV
class ActorPrePassLightKeeper
class ActorResource
class ActorResourceHolder
struct ActorSceneInfo
class ActorScoreKeeper
class ActorSensorController
class ActorSensorControllerList
class ActorStateBase
class AllDeadWatcher
class AnimInfoTable
class AnimPlayerBase
struct AnimPlayerInitInfo
class AnimPlayerMat
class AnimPlayerSimple
class AnimPlayerSkl
class AnimPlayerVis
struct AnimResInfo
class AnimScaleController
struct AnimScaleParam
class ApplicationMessageReceiver
class ArchiveEntry
class ArchiveHolder
struct AreaGroupInfo
class AreaInitInfo
class AreaObj
class AreaObjDirector
class AreaObjFactory
class AreaObjFilterBase
class AreaObjFindCallBack
class AreaObjGroup
class AreaObjMtxConnecter
class AreaObjMtxConnecterHolder
class AreaShape
class AreaShapeCube
class AreaShapeCubeBase
class AreaShapeCubeCenter
class AreaShapeCubeTop
class AreaShapeCylinder
class AreaShapeCylinderBase
class AreaShapeCylinderCenter
class AreaShapeCylinderTop
class AreaShapeFactory
class AreaShapeInfinite
class AreaShapeOval
class AreaShapeSphere
struct ArrowHitInfo
class AsyncFunctorThread
class AudioDirector
struct AudioDirectorInitInfo
template<typename T>
class AudioInfoListWithParts
class AudioKeeper
class AudioSystem
struct AudioSystemInfo
class BackHideDitherAnimator
class BackHideParts
class BalloonMessage
struct BalloonMessageInitParam
class BezierCurve
class BgmBeatCounter
class BgmChangeableParams
class BgmDataBase
class BgmDirector
struct BgmDirectorInitInfo
class BgmKeeper
struct BgmUserInfo
class BreakMapPartsBase
class BreakModel
class ByamlArrayIter
class ByamlContainerHeader
class ByamlData
class ByamlHashIter
class ByamlHashPair
class ByamlHeader
class ByamlIter
class ByamlStringTableIter
class ByamlWriter
class ByamlWriterArray
class ByamlWriterBigData
class ByamlWriterBigDataList
class ByamlWriterBool
class ByamlWriterContainer
class ByamlWriterData
class ByamlWriterDouble
class ByamlWriterFloat
class ByamlWriterHash
class ByamlWriterHashPair
class ByamlWriterInt
class ByamlWriterInt64
class ByamlWriterNull
class ByamlWriterString
class ByamlWriterStringTable
class ByamlWriterUInt
class ByamlWriterUInt64
class CameraAngleCtrlInfo
class CameraAngleSwingInfo
class CameraAngleVerticalRequester
class CameraArrowCollider
class CameraDirector
struct CameraFlagCtrl
class CameraInputHolder
class CameraLimitRailKeeper
struct CameraObjectRequestInfo
class CameraOffsetCtrl
class CameraOffsetCtrlPreset
class CameraParamMoveLimit
class CameraPoser
class CameraPoserActorRailParallel
class CameraPoserAnim
class CameraPoserFactory
class CameraPoserFix
class CameraPoserFixActor
class CameraPoserFixFishing
class CameraPoserFixLook
class CameraPoserFixPoint
class CameraPoserFixTalk
struct CameraPoserFlag
struct CameraPoserSceneInfo
class CameraPoserSubjective
class CameraPoseUpdater
class CameraRailHolder
class CameraRequestParamHolder
class CameraResourceHolder
class CameraShaker
struct CameraStartInfo
class CameraStartParamArea
class CameraStopJudge
class CameraSubTargetBase
class CameraSubTargetTurnParam
class CameraSwitchRequester
class CameraSwitchRequestInfo
class CameraTargetAreaLimitter
class CameraTargetBase
class CameraTargetHolder
class CameraTicket
class CameraTicketHolder
class CameraTicketId
class CameraVerticalAbsorber
class CameraViewFlag
class CameraViewInfo
class CameraWatchPoint
class ChildStep
class ChromakeyDrawer
class ClippingActorHolder
class ClippingActorInfo
class ClippingActorInfoList
class ClippingDirector
class ClippingFarAreaObserver
class ClippingGroupHolder
class ClippingInfoGroup
class ClippingJudge
class ClockMapParts
class Collider
class CollisionDirector
class CollisionObj
class CollisionParts
class CollisionPartsFilterActor
class CollisionPartsFilterBase
class CollisionPartsFilterSpecialPurpose
struct ConveyerKey
class ConveyerKeyKeeper
class ConveyerMapParts
class ConveyerStep
class DemoDirector
class DepthShadowMapCtrl
class DepthShadowModel
template<class T>
class DeriveActorGroup
struct DiskHitInfo
class DitherAnimator
struct DrawSystemInfo
class DynamicDrawActor
class EffectKeeper
class EffectObj
class EffectObjCameraEmit
class EffectObjFollowCamera
class EffectObjFollowCameraLimit
class EffectObjInterval
class EffectSystem
class EffectSystemInfo
class EnemyStateBlowDown
struct EnemyStateBlowDownParam
class EventFlowNodeFactory
class EventFlowRequestInfo
class ExecuteAsyncExecutor
class ExecuteAsyncExecutorDraw
class ExecuteAsyncExecutorUpdate
class ExecuteDirector
struct ExecuteOrder
class ExecuteRequestInfo
class ExecuteRequestKeeper
class ExecuteRequestTable
struct ExecuteSystemInitInfo
struct ExecuteTable
class ExecuteTableHolderDraw
class ExecuteTableHolderUpdate
class ExecutorListBase
template<typename T>
class Factory
class FallMapParts
class FarDistanceDitherAnimator
class FileEntryBase
class FileLoader
class FileLoaderThread
class FireSurfaceFinder
struct FireSurfaceProperties
class FixMapParts
class FloaterMapParts
class FlowMapCtrl
class FlowMapParts
class FunctorBase
template<class T, class F>
class FunctorV0M
class GameDataHolderBase
class GameFrameworkNx
class GamePadSystem
struct GameSystemInfo
class GateMapParts
class GpuMemAllocator
class GpuPerf
class Graph
struct GraphicsInitArg
class GraphicsQualityController
class GraphicsSystemInfo
class GravityHolder
class GridMeshXZ
class GyroCameraCtrl
class HioNode
struct HitInfo
struct HitReactionInfo
class HitReactionKeeper
class HitSensor
class HitSensorDirector
class HitSensorKeeper
template<class T>
class HostStateBase
class HtmlViewer
class IAudioResourceLoader
class IAudioSystemPause
class ICameraInput
class ICollisionPartsKeeper
class IEventFlowEventReceiver
class InitializeThread
class InitResourceDataAction
class InitResourceDataActionAnim
class InitResourceDataAnim
class InOutParam
class IntervalTrigger
class ISceneObj
class ItemDirectorBase
class IUseAreaObj
class IUseAudioKeeper
class IUseCamera
class IUseCollision
class IUseEffectKeeper
class IUseExecutor
class IUseFinalize
class IUseFluidSurface
class IUseGridMesh
class IUseHioNode
class IUseLayout
class IUseLayoutAction
class IUseMessageSystem
class IUseName
class IUseNerve
class IUsePadDataReader
class IUsePadDataWriter
class IUsePartsGraphics
class IUseRail
class IUseSceneCreator
class IUseSceneObjHolder
class IUseStageSwitch
class JointControllerBase
class JointLocalAxisRotator
class JointRippleGenerator
class JointSpringController
class JointSpringControllerHolder
class JoyPadAccelPoseAnalyzer
struct KCHitInfo
class KCollisionServer
struct KCPrismData
struct KCPrismHeader
class KeyMoveFollowTarget
class KeyMoveMapParts
class KeyMoveMapPartsGenerator
class KeyPose
class KeyPoseKeeper
class KeyRepeatCtrl
class LayoutActionKeeper
class LayoutActor
class LayoutActorGroup
class LayoutExecuteInfo
class LayoutInitInfo
class LayoutKeeper
class LayoutKit
class LayoutPaneGroup
class LayoutPartsActorKeeper
class LayoutSceneInfo
class LinearCurve
class LiveActor
struct LiveActorFlag
class LiveActorGroup
class LiveActorKit
struct MatchStr
template<typename T>
struct Matrix43
class MemorySystem
class MessageHolder
class MessageSystem
class MessageTagDataHolder
class ModelCtrl
class ModelDisplayListController
struct ModelDrawBufferCounter
class ModelDrawBufferUpdater
class ModelDrawerBase
class ModelDrawParts
class ModelGroup
class ModelKeeper
class ModelLodAllCtrl
class ModelLodCtrl
class ModelMaterialCategory
class ModelOcclusionCullingDirector
class ModelOcclusionQuery
class MtxPtrHolder
template<typename T>
struct NameToCreator
class NatureDirector
class Nerve
class NerveAction
class NerveActionCtrl
class NerveExecutor
class NerveKeeper
class NerveStateBase
class NerveStateCtrl
struct NfpCharacterId
class NfpDirector
struct NfpFormatVersion
struct NfpInfo
class OneMeshFixMapParts
struct OrthoProjectionInfo
class PadDataArcReader
struct PadDataPack
class PadRumbleDirector
struct PadRumbleParam
class ParabolicPath
template<typename T>
class Parameter
class ParameterArray
class ParameterBase
class ParameterIo
class ParameterList
class ParameterObj
class PartsEffectGroup
class PartsModel
class PauseCameraCtrl
class PlacementId
class PlacementInfo
class PlayerHolder
class PostProcessingFilter
struct PrintParams
class Projection
class Rail
class RailKeeper
class RailMoveMapParts
class RailMoveMovement
class RailPart
class RailRider
struct ReplaceTimeInfo
class ReplayController
class Resource
class ResourceSystem
class RippleCtrl
class RollingCubeMapParts
class RollingCubePose
class RollingCubePoseKeeper
class RollParts
class RotateMapParts
class SaveDataDirector
class Scene
class SceneCameraCtrl
class SceneCameraInfo
class SceneCameraViewCtrl
class SceneCreator
class SceneEventFlowMsg
struct SceneInitInfo
class SceneMsg
class SceneMsgCtrl
class SceneObjHolder
class SceneStopCtrl
class ScreenCaptureExecutor
class ScreenCoverCtrl
class ScreenPointDirector
class ScreenPointKeeper
class SeBarrierArea
struct SeDirectorInitInfo
class SeesawMapParts
class SeKeeper
class SensorHitGroup
class SePlayArea
class Sequence
struct SeUserInfo
class ShaderHolder
class ShadowDirector
class ShadowKeeper
class ShadowMaskCtrl
class SilhouetteModel
class SimpleAudioUser
class SimpleCameraInput
class SimpleCameraPoserFactory
class SimpleCircleShadowXZ
class SimpleLayoutAppear
class SimpleLayoutAppearWait
class SimpleLayoutAppearWaitEnd
class SimpleLayoutText
class SimpleLayoutTextHolder
struct SimpleLayoutTextHolderEntry
class SimpleLayoutTextWrapper
class SimplePopupMessageLayout
struct SklAnimRetargettingInfo
class SkyDirector
class SlideMapParts
class SnapShotCameraCtrl
class SoundItemEntry
class SoundItemHolder
class SpecialCameraHolder
struct SphereHitInfo
class SphereInterpolator
class SpherePoseInterpolator
class SpinInputAnalyzer
class StageInfo
class StageResourceKeeper
class StageResourceList
class StageSwitchAccesser
struct StageSwitchAccesserList
class StageSwitchDirector
class StageSwitchFunctorListener
struct StageSwitchInfo
class StageSwitchKeeper
class StageSwitchListener
class StageSwitchWatcher
class StageSwitchWatcherHolder
class StageSyncCounter
template<s32 L>
class StringTmp
struct SubActorInfo
class SubActorKeeper
class SubActorLodExecutor
class SubActorLodMapParts
struct SubActorSync
class SubCameraRenderer
class SupportFreezeSyncGroup
class SupportFreezeSyncGroupHolder
class SurfMapParts
class SwingMapParts
class SwingMovement
class SwitchAreaDirector
class SwitchAreaTargetInfo
class SwitchDitherMapParts
class SwitchKeepOnAreaGroup
class SwitchOnAreaGroup
class SwitchOpenMapParts
class SystemKit
class TalkMessageVoicePlayer
class TrafficArea
class Triangle
class ValidatorBase
class ViewCtrlArea
class ViewIdHolder
class ViewInfoCtrl
class ViewRenderer
class VisibleSwitchMapParts
class WaterSurfaceFinder
struct WaterSurfaceProperties
class WheelMapParts
class WheelMovement
class WindowConfirm
class WipeCloseAppearWaitEnd
class WipeHolder
class WipeSimple
class WobbleMapParts
template<s32 L>
class WStringTmp

Enums

enum class CollisionLocation: u8 { None = 0, Face = 1, Edge1 = 2, Edge2 = 3, Edge3 = 4, Corner1 = 5, Corner2 = 6, Corner3 = 7 }
enum class FloaterMoveType: s32 { Wait, Back, Sink }
enum class Axis: s32 { InvertZ = -3, InvertY = -2, InvertX = -1, None = 0, X = 1, Y = 2, Z = 3 }
enum EaseType: s32 { EaseType_EaseIn = 1, EaseType_EaseOut, EaseType_EaseInOut, EaseType_SquareIn, EaseType_SquareOut }
enum class MoveType: s32 { Loop, Turn, Stop, Restart }
enum class ShadowMaskDrawCategory: s32 { }
enum ByamlDataType: const u8 { TYPE_INVALID = 0, TYPE_STRING = 0xA0, TYPE_BINARY = 0xA1, TYPE_ARRAY = 0xC0, TYPE_HASH = 0xC1, TYPE_STRING_TABLE = 0xC2, TYPE_BOOL = 0xD0, TYPE_INT = 0xD1, TYPE_FLOAT = 0xD2, TYPE_UINT = 0xD3, TYPE_LONG = 0xD4, TYPE_ULONG = 0xD5, TYPE_DOUBLE = 0xD6, TYPE_NULL = 0xFF }
enum class FileState: s32 { None, IsLoadRequested, IsSendMessageDone, IsLoadDone }
enum class HitSensorType: u32 { Eye = 0, Player = 1, PlayerAttack = 2, PlayerFoot = 3, PlayerDecoration = 4, PlayerEye = 5, Npc = 6, Ride = 7, Enemy = 8, EnemyBody = 9, EnemyAttack = 10, EnemySimple = 11, MapObj = 12, MapObjSimple = 13, Bindable = 14, CollisionParts = 15, PlayerFireBall = 16, HoldObj = 17, LookAt = 18, BindableGoal = 19, BindableAllPlayer = 20, BindableBubbleOutScreen = 21, BindableKoura = 22, BindableRouteDokan = 23, BindableBubblePadInput = 24 }

Typedefs

using AreaCreatorFunction = AreaObj*(*)(const char*areaName)
using AreaShapeCreatorFunction = AreaShape*(*)()
using CameraPoserCreatorFunction = CameraPoser*(*)(const char*cameraPoserName)
using EventFlowNodeCreatorFunction = EventFlowNode*(*)(const char*eventFlowNodeName)
using Matrix43f = Matrix43<f32>
using ActorCreatorFunction = LiveActor*(*)(const char*actorName)
using PoseKeeperCreatorFunction = void(*)(LiveActor*)
using JudgeFuncPtr = bool(*)(const SensorMsg*message, HitSensor*other, HitSensor*self)
using SensorSortCmpFunc = bool(*)(HitSensor*a, HitSensor*b)

Functions

auto tryFindAreaObj(const IUseAreaObj* areaUser, const char* name, const sead::Vector3f& position) -> AreaObj*
auto tryFindAreaObjWithFilter(const IUseAreaObj* areaUser, const char* name, const sead::Vector3f& position, AreaObjFilterBase* filter) -> AreaObj*
auto tryFindAreaObjAll(const IUseAreaObj* areaUser, const char* name, const sead::Vector3f& position, AreaObjFindCallBack* callBack) -> bool
auto tryFindAreaObjGroup(const IUseAreaObj* areaUser, const char* name) -> AreaObjGroup*
auto isInAreaObj(const AreaObjGroup* group, const sead::Vector3f& position) -> bool
auto tryGetAreaObj(const AreaObjGroup* group, const sead::Vector3f& position) -> AreaObj*
auto isInAreaPos(const AreaObj* areaObj, const sead::Vector3f& position) -> bool
auto isInAreaObj(const IUseAreaObj* areaUser, const char* name, const sead::Vector3f& position) -> bool
auto isExistAreaObj(const IUseAreaObj* areaUser, const char* name) -> bool
auto isInDeathArea(const IUseAreaObj* areaUser, const sead::Vector3f& position) -> bool
auto isInWaterArea(const IUseAreaObj* areaUser, const sead::Vector3f& position) -> bool
auto isInPlayerControlOffArea(const IUseAreaObj* areaUser, const sead::Vector3f& position) -> bool
auto calcAreaObjNum(const IUseAreaObj* areaUser, const char* name) -> s32
auto calcWaterSinkDepth(const IUseAreaObj* areaUser, const sead::Vector3f& position) -> f32
auto tryGetAreaObjArg(s32* outArg, const AreaObj* areaObj, const char* key) -> bool
auto tryGetAreaObjArg(f32* outArg, const AreaObj* areaObj, const char* key) -> bool
auto tryGetAreaObjArg(bool* outArg, const AreaObj* areaObj, const char* key) -> bool
auto tryGetAreaObjStringArg(const char** outArg, const AreaObj* areaObj, const char* key) -> bool
auto getAreaObjBaseMtx(const AreaObj* areaObj) -> const sead::Matrix34f&
auto getAreaObjScale(const AreaObj* areaObj) -> const sead::Vector3f&
void getAreaObjDirFront(sead::Vector3f* outFrontDir, const AreaObj* areaObj)
void getAreaObjDirUp(sead::Vector3f* outUpDir, const AreaObj* areaObj)
void getAreaObjDirSide(sead::Vector3f* outSideDir, const AreaObj* areaObj)
void calcNearestAreaObjEdgePos(sead::Vector3f* outNearestEdgePos, const AreaObj* areaObj, const sead::Vector3f& position)
void calcNearestAreaObjEdgePosTopY(sead::Vector3f* outNearestEdgePosTopY, const AreaObj* areaObj, const sead::Vector3f& position)
auto calcNearestAreaObjEdgeRateTopY(const AreaObj* areaObj, const sead::Vector3f& position) -> f32
void calcAreaObjCenterPos(sead::Vector3f* outCenterPosition, const AreaObj* areaObj)
auto checkAreaObjCollisionByArrow(sead::Vector3f* outHitPosition, sead::Vector3f* outNormal, const AreaObj* areaObj, const sead::Vector3f& position1, const sead::Vector3f& position2) -> bool
auto calcFindAreaSurface(const IUseAreaObj* areaUser, const char* name, sead::Vector3f* outHitPosition, sead::Vector3f* outNormal, const sead::Vector3f& position1, const sead::Vector3f& position2) -> bool
auto calcFindAreaSurface(const IUseAreaObj* areaUser, const char* name, sead::Vector3f* outHitPosition, sead::Vector3f* outNormal, const sead::Vector3f& position, const sead::Vector3f& direction, f32 distance) -> bool
template<typename T>
auto createAreaShapeFunction() -> AreaShape*
template<typename T>
auto createAreaObjFunction(const char* areaObjName) -> AreaObj*
auto isAnyPosInVolume(AreaObj* areaObj, sead::Vector3f* targetPos, s32 targetPosCount) -> bool
auto isAllPosInVolume(AreaObj* areaObj, sead::Vector3f* targetPos, s32 targetPosCount) -> bool
auto calcHashCode(const char* str) -> s32
auto calcHashCodeLower(const char* str) -> s32
auto calcHashCodeFmt(const char* format, std::va_list argv) -> s32
auto calcHashCodeFmt(const char* format, ...) -> s32
auto getBaseName(const char* name) -> const char*
auto createStringIfInStack(const char* str) -> const char*
auto createConcatString(const char* start, const char* end) -> const char*
void createFileNameBySuffix(sead::BufferedSafeString* out, const char* name, const char* suffix)
auto outputValueWithComma(char* out, u32 size, u64 value, bool usePadding, bool padToThousands) -> u32
void extractString(char* out, const char* str, u32 len, u32 unused)
auto searchSubString(const char* str, const char* substr) -> const char*
auto searchSubString(const char* str, const char* substr, s32 substrLen) -> const char*
void removeExtensionString(char* out, u32 len, const char* str)
void removeStringFromEnd(char* out, u32 len, const char* end, const char* str)
void translateCharacters(char* string, const char* charmap, const char* newCharmap)
auto isEqualString(const char16* str1, const char16* str2) -> bool
auto isEqualSubString(const char* str, const char* subStr) -> bool
auto isEqualSubString(const sead::SafeString& str, const sead::SafeString& subStr) -> bool
auto isStartWithString(const char* str, const char* start) -> bool
auto isEndWithString(const char* str, const char* end) -> bool
auto compareStringIgnoreCase(const char* str1, const char* str2) -> s32
void copyString(char* out, const char* str, u32 len)
void copyStringW(char16* out, const char16* str, u32 len)
__attribute__((noinline)) bool isEqualString(const char *str1
auto isEqualString(const sead::SafeString& safestr1, const sead::SafeString& safestr2) -> bool
auto isEqualStringCase(const char* str1, const char* str2) -> bool
auto isEqualStringCase(const sead::SafeString& str1, const sead::SafeString& str2) -> bool
auto getSubStringUnmatched(const char**, const char*, const MatchStr&, void(*)(const char*, const char*, void*), void*) -> const char*
auto getSubStringUnmatched(const char*, const MatchStr&) -> const char*
void extractBaseNameW(sead::WBufferedSafeString*, const sead::WSafeString&)
void tryReplaceString(sead::BufferedSafeString*, const char*, const char*)
void tryReplaceString(sead::BufferedSafeString*, const char*, const char*, const char*)
void tryReplaceStringNoRecursive(sead::BufferedSafeString*, const char*, const char*, const char*)
auto isMatchString(const char*, const MatchStr&) -> bool
void makeUrlEncodeString(char*, u32, const char*)
void makeUrlDecodeString(char*, u32, const char*)
auto isInStack(const void*) -> bool
auto isEqualString(const char* str1, const char* str2) -> bool
auto getBgmDirector(const IUseAudioKeeper*) -> BgmDirector*
auto tryGetBgmDirector(const IUseAudioKeeper*) -> BgmDirector*
auto getBgmSituationDirector(const IUseAudioKeeper*) -> BgmSituationDirector*
auto getBgm3DParamsController(const IUseAudioKeeper*) -> Bgm3DParamsController*
auto getActiveBgmLine(const IUseAudioKeeper*) -> BgmLine*
auto getPlayingBgmLine(const IUseAudioKeeper*, const char*) -> BgmLine*
auto getCurPlayingBgmPlayName(const IUseAudioKeeper*) -> const char*
auto getCurPlayingBgmResourceName(const IUseAudioKeeper*) -> const char*
auto getBgmPlayNameInCurPosition(const IUseAudioKeeper*, bool) -> const char*
auto getBgmResourceNameInCurPosition(const IUseAudioKeeper*, bool) -> const char*
auto getActiveBgmCurSamplePosition(const IUseAudioKeeper*) -> s64
auto getBgmLoopEndSamplePosition(const IUseAudioKeeper*, const char*) -> s64
void startBgm(const IUseAudioKeeper*, const char*, s32, s32)
void startBgm(const IUseAudioKeeper*, const BgmPlayingRequest&, bool, bool)
void startBgmWithSuffix(const IUseAudioKeeper*, const char*, const char*, s32, s32)
void startAndStopBgmInCurPosition(const IUseAudioKeeper*, bool)
void startBgmSituation(const IUseAudioKeeper*, const char*, bool)
void prepareBgm(const IUseAudioKeeper*, const BgmPlayingRequest&)
void prepareBgmWithAreaCheck(const IUseAudioKeeper*)
void stopBgm(const IUseAudioKeeper*, const char*, s32)
void stopBgm(const IUseAudioKeeper*, const BgmPlayingRequest&)
void pauseBgm(const IUseAudioKeeper*, const char*, s32)
void resumeBgm(const IUseAudioKeeper*, const char*, s32)
auto isPlayingBgm(const IUseAudioKeeper*) -> bool
auto isPlayingBgm(const IUseAudioKeeper*, const char*) -> bool
auto isRunningBgm(const IUseAudioKeeper*, const char*) -> bool
auto isPlayingResourceCategoryBgm(const IUseAudioKeeper*, const char*) -> bool
void stopActiveBgm(const IUseAudioKeeper*, s32)
void pauseActiveBgm(const IUseAudioKeeper*, s32)
void resumeActiveBgm(const IUseAudioKeeper*, s32)
auto isPlayingActiveBgm(const IUseAudioKeeper*, const char*) -> bool
auto isPauseActiveBgm(const IUseAudioKeeper*) -> bool
void stopAllBgm(const IUseAudioKeeper*, s32)
void tryStopAllBgm(const IUseAudioKeeper*, s32)
void setTriggerEventForStopAllBgm(const IUseAudioKeeper*, const FunctorBase&)
void tryPauseBgmIfDifferBgmArea(const LiveActor*, const sead::Vector3f&, s32)
void tryPauseBgmIfLowPriority(const IUseAudioKeeper*, const char*, s32)
void startBgmSituation(const IUseAudioKeeper*, const char*, bool, bool)
void startBgmSituation(const IUseAudioKeeper*, sead::PtrArray<IBgmParamsChanger>*, const char*, bool, bool)
void forceStartBgmSituation(const IUseAudioKeeper*, const char*, bool, bool)
void endBgmSituation(const IUseAudioKeeper*, const char*, bool)
void endBgmSituation(const IUseAudioKeeper*, sead::PtrArray<IBgmParamsChanger>*, const char*, bool)
void forceEndBgmSituation(const IUseAudioKeeper*, const char*, bool)
void startBgm3D(const IUseAudioKeeper*)
void endBgm3D(const IUseAudioKeeper*)
void changeBgm3DParams(const IUseAudioKeeper*, f32, f32, f32, f32, bool)
void activateBgm3DController(const IUseAudioKeeper*)
void deactivateBgm3DController(const IUseAudioKeeper*)
auto isActivateBgm3DController(const IUseAudioKeeper*) -> bool
auto getActiveBgmSituationNum(const IUseAudioKeeper*) -> s32
auto getActiveBgmSituationName(const IUseAudioKeeper*, s32) -> const char*
auto getDeactiveBgmSituationNum(const IUseAudioKeeper*) -> s32
auto getDeactiveBgmSituationName(const IUseAudioKeeper*, s32) -> const char*
void takeBgmSituationSnapShot(const IUseAudioKeeper*)
void applyBgmSituationSnapShot(const IUseAudioKeeper*)
void applyNoAppliedSituationRecord(const IUseAudioKeeper*)
auto isStartedBgmSituation(const IUseAudioKeeper*, const char*) -> bool
void endAllBgmSituation(const IUseAudioKeeper*)
void clearBgmDataForStepOverScene(const IUseAudioKeeper*)
void clearBgmPlayPointRecord(const IUseAudioKeeper*)
void startBgmSyncedCurBgmBeat(const IUseAudioKeeper*, const BgmPlayingRequest&, s32)
void stopBgmSyncedCurBgmBeat(const IUseAudioKeeper*, const BgmPlayingRequest&, s32)
void disableBgmLineChange(const IUseAudioKeeper*)
void enableBgmLineChange(const IUseAudioKeeper*)
auto isDisableBgmLineChange(const IUseAudioKeeper*) -> bool
void disableBgmSituationChange(const IUseAudioKeeper*)
void enableBgmSituationChange(const IUseAudioKeeper*, bool)
auto isDisableBgmSituationChange(const IUseAudioKeeper*) -> bool
auto tryAllocBgmMultiPlayingController(const IUseAudioKeeper*) -> BgmMultiPlayingController*
void tryReleaseBgmMultiPlayingController(const IUseAudioKeeper*, BgmMultiPlayingController*)
auto getBgmLineNum(const IUseAudioKeeper*, bool) -> s32
auto getBgmLineAccessor(const IUseAudioKeeper*, s32, bool) -> BgmLine*
auto getgBgmLineIndex(const IUseAudioKeeper*, const char*, bool) -> s32
void replaceBgmPlayInfoResourceName(const IUseAudioKeeper*, const char*, const char*)
auto isEnableRhythmAnim(const IUseAudioKeeper*, const char*) -> bool
auto isTriggerBeat(const IUseAudioKeeper*) -> bool
auto isTriggerBackBeat(const IUseAudioKeeper*) -> bool
auto isTriggerMeasureTop(const IUseAudioKeeper*) -> bool
auto getBpm(const IUseAudioKeeper*) -> f32
auto getBeatRate(const IUseAudioKeeper*) -> f32
auto getCurBeat(const IUseAudioKeeper*) -> f32
auto getCurBeatOnMeasure(const IUseAudioKeeper*) -> f32
auto getLoopStartBeat(const IUseAudioKeeper*) -> f32
auto getLoopEndBeat(const IUseAudioKeeper*) -> f32
auto getFramePerMeasure(const IUseAudioKeeper*) -> f32
auto getBeatPerMeasure(const IUseAudioKeeper*) -> s32
auto isChangeActiveBgmResourceName(const IUseAudioKeeper*) -> bool
auto tryRegistTargetBgmResourceName(const IUseAudioKeeper*, const char*) -> bool
void muteOnRunningLineTrack(IUseAudioKeeper*, u32, bool)
void muteOffRunningLineTrack(IUseAudioKeeper*, u32, bool)
__attribute__((always_inline)) void getStageName(StringTmp< 128 > *stageName
auto format("%s", archiveName) -> safeArchiveName
if(safeArchiveName. endsWith"Map")
auto getCameraDirector(const IUseCamera* user) -> CameraDirector*
auto getSceneCameraInfo(const IUseCamera* user) -> SceneCameraInfo*
auto getViewNumMax(const IUseCamera* user) -> s32
auto getViewNumMax(const SceneCameraInfo* info) -> s32
auto isValidView(const IUseCamera* user, s32 viewIdx) -> bool
auto isValidView(const SceneCameraInfo* info, s32 viewIdx) -> bool
auto getViewName(const IUseCamera* user, s32 viewIdx) -> const char*
auto getViewName(const SceneCameraInfo* info, s32 viewIdx) -> const char*
auto getViewMtx(const IUseCamera* user, s32 viewIdx) -> const sead::Matrix34f&
auto getViewMtx(const SceneCameraInfo* info, s32 viewIdx) -> const sead::Matrix34f&
auto getViewMtxPtr(const IUseCamera* user, s32 viewIdx) -> const sead::Matrix34f*
auto getViewMtxPtr(const SceneCameraInfo* info, s32 viewIdx) -> const sead::Matrix34f*
auto getProjectionMtx(const IUseCamera* user, s32 viewIdx) -> const sead::Matrix44f&
auto getProjectionMtx(const SceneCameraInfo* info, s32 viewIdx) -> const sead::Matrix44f&
auto getLookAtCamera(const IUseCamera* user, s32 viewIdx) -> const sead::LookAtCamera&
auto getLookAtCamera(const SceneCameraInfo* info, s32 viewIdx) -> const sead::LookAtCamera&
auto getProjectionSead(const IUseCamera* user, s32 viewIdx) -> const sead::Projection&
auto getProjectionSead(const SceneCameraInfo* info, s32 viewIdx) -> const sead::Projection&
auto getProjection(const IUseCamera* user, s32 viewIdx) -> const Projection&
auto getProjection(const SceneCameraInfo* info, s32 viewIdx) -> const Projection&
auto getCameraPos(const IUseCamera* user, s32 viewIdx) -> const sead::Vector3f&
auto getCameraPos(const SceneCameraInfo* info, s32 viewIdx) -> const sead::Vector3f&
auto getCameraAt(const IUseCamera* user, s32 viewIdx) -> const sead::Vector3f&
auto getCameraAt(const SceneCameraInfo* info, s32 viewIdx) -> const sead::Vector3f&
auto getCameraUp(const IUseCamera* user, s32 viewIdx) -> const sead::Vector3f&
auto getCameraUp(const SceneCameraInfo* info, s32 viewIdx) -> const sead::Vector3f&
auto getFovyDegree(const IUseCamera* user, s32 viewIdx) -> f32
auto getFovyDegree(const SceneCameraInfo* info, s32 viewIdx) -> f32
auto getFovy(const IUseCamera* user, s32 viewIdx) -> f32
auto getFovy(const SceneCameraInfo* info, s32 viewIdx) -> f32
auto getNear(const IUseCamera* user, s32 viewIdx) -> f32
auto getNear(const SceneCameraInfo* info, s32 viewIdx) -> f32
auto getFar(const IUseCamera* user, s32 viewIdx) -> f32
auto getFar(const SceneCameraInfo* info, s32 viewIdx) -> f32
auto calcCameraDistance(const IUseCamera* user, s32 viewIdx) -> f32
auto calcFovxDegree(const IUseCamera* user, s32 viewIdx) -> f32
auto calcCurrentFovyRate(const IUseCamera* user, s32 viewIdx) -> f32
auto getProjectionMtxPtr(const IUseCamera* user, s32 viewIdx) -> const sead::Matrix44f*
auto getProjectionMtxPtr(const SceneCameraInfo* info, s32 viewIdx) -> const sead::Matrix44f*
void calcCameraFront(sead::Vector3f*, const IUseCamera* user, s32 viewIdx)
void setNearClipDistance(const IUseCamera* user, f32 distance, s32 updaterIdx)
void setFarClipDistance(const IUseCamera* user, f32 distance, s32 updaterIdx)
void setCurrentCameraPose(CameraPoseInfo* poseInfo, const IUseCamera* user)
void calcCameraDir(sead::Vector3f* dir, const IUseCamera* user, s32 viewIdx)
void calcCameraLookDir(sead::Vector3f* lookDir, const IUseCamera* user, s32 viewIdx)
void calcCameraSideDir(sead::Vector3f* sideDir, const IUseCamera* user, s32 viewIdx)
void calcCameraUpDir(sead::Vector3f* upDir, const IUseCamera* user, s32 viewIdx)
auto tryCalcCameraDir(sead::Vector3f* dir, const SceneCameraInfo* info, s32 viewIdx) -> bool
auto tryCalcCameraDirH(sead::Vector3f* dirH, const SceneCameraInfo* info, const sead::Vector3f& upDir, s32 viewIdx) -> bool
auto tryCalcCameraLookDirH(sead::Vector3f* lookDirH, const SceneCameraInfo* info, const sead::Vector3f& upDir, s32 viewIdx) -> bool
void startCamera(const IUseCamera* user, CameraTicket* ticket, s32 unk = -1)
void startCameraSub(const IUseCamera* user, CameraTicket* ticket, s32 unk = -1)
void startAnimCamera(const IUseCamera* user, CameraTicket* ticket, const char* animName, s32 unk = 0)
void startAnimCameraAnim(CameraTicket* ticket, const char*, s32, s32, s32)
void startAnimCameraWithStartStepAndEndStepAndPlayStep(const IUseCamera* user, CameraTicket* ticket, const char* animName, s32, s32, s32, s32)
void endCamera(const IUseCamera* user, CameraTicket* ticket, s32, bool)
void endCameraWithNextCameraPose(const IUseCamera* user, CameraTicket* ticket, const CameraPoseInfo* poseInfo, s32)
void endCameraSub(const IUseCamera* user, CameraTicket* ticket, s32)
auto isActiveCamera(const CameraTicket* ticket) -> bool
auto initObjectCamera(const IUseCamera* user, const PlacementInfo& placementInfo, const char*, const char*) -> CameraTicket*
auto initObjectCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const char*) -> CameraTicket*
auto initObjectCameraNoPlacementInfo(const IUseCamera* user, const char*, const char*) -> CameraTicket*
auto initFixCamera(const IUseCamera* user, const char*, const sead::Vector3f&, const sead::Vector3f& lookAtPos) -> CameraTicket*
auto initFixDoorwayCamera(const IUseCamera* user, const char*, const sead::Vector3f&, const sead::Vector3f& lookAtPos) -> CameraTicket*
auto initFixActorCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f&, f32, f32, f32, bool) -> CameraTicket*
auto initFixLookCamera(LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initFixTalkCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f&, f32, f32, f32, bool) -> CameraTicket*
auto initFixFishingCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f&, const sead::Vector3f&, f32, f32, f32, bool) -> CameraTicket*
auto initFixPointCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, bool) -> CameraTicket*
auto initLookDownCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initProgramableCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*) -> CameraTicket*
auto initProgramableCamera(const IUseCamera* user, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*) -> CameraTicket*
auto initProgramableCameraWithCollider(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*) -> CameraTicket*
auto initProgramableAngleCamera(const IUseCamera* user, const PlacementInfo& placementInfo, const char*, const sead::Vector3f*, const f32*, const f32*, const f32*) -> CameraTicket*
auto initProgramableCameraKeepColliderPreCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*) -> CameraTicket*
auto initShooterCameraSingle(const IUseCamera* user, const char*) -> CameraTicket*
auto initTowerCameraWithSave(const IUseCamera* user, const sead::Vector3f*, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initTowerCamera(const IUseCamera* user, const sead::Vector3f*, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initBossBattleCamera(const IUseCamera* user, const sead::Vector3f*, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
void initProgramableCameraAngleSwing(CameraTicket* ticket)
auto initFollowCameraSimple(const IUseCamera* user, const char*) -> CameraTicket*
auto initFollowCameraSimple(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initDemoObjectCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const char*) -> CameraTicket*
auto initDemoProgramableCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*) -> CameraTicket*
auto initDemoProgramableCameraKeepColliderPreCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*) -> CameraTicket*
auto initDemoAnimCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const Resource*, const sead::Matrix34f*, const char*) -> CameraTicket*
auto initAnimCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const Resource*, const sead::Matrix34f*, const char*) -> CameraTicket*
auto initDemoAnimCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
void loadActorCameraParam(CameraTicket* ticket, const LiveActor* actor, const char*, const char*)
void loadActorCameraParamInitFile(CameraTicket* ticket, const LiveActor* actor, const char*)
void setFixActorCameraTarget(CameraTicket* ticket, const LiveActor* actor)
void setFixActorCameraAngleH(CameraTicket* ticket, f32 angleH)
void setTowerCameraDistance(CameraTicket* ticket, f32 distance)
void setTowerCameraStartAngleV(CameraTicket* ticket, f32 startAngleV)
void setTowerCameraUserMarginAngleH(CameraTicket* ticket, f32 angleH)
void resetTowerCameraUserMarginAngleH(CameraTicket* ticket)
void resetTowerCameraInputRotate(CameraTicket* ticket, f32, s32)
auto initSubjectiveCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initSubjectiveCameraNoSave(const IUseCamera* user, const char*) -> CameraTicket*
auto getSubjectiveCameraOffsetUp(const CameraTicket* ticket) -> f32
auto getSubjectiveCameraOffsetFront() -> f32
void setSubjectiveCameraStartAngleH(const CameraTicket* ticket, f32 angleH)
void validateSubjectiveCameraResetAngleH(CameraTicket* ticket)
void requestSubjectiveCameraZoomIn(CameraTicket* ticket)
auto initParallelCamera(const IUseCamera* user, const char*) -> CameraTicket*
auto initParallelCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
void setParallelCameraLookAtOffset(const CameraTicket* ticket, const sead::Vector3f& offset)
void setParallelCameraDistance(const CameraTicket* ticket, f32 distance)
void setParallelCameraAngleH(const CameraTicket* ticket, f32 angleH)
void setParallelCameraAngleV(const CameraTicket* ticket, f32 angleV)
auto initQuickTurnCamera(const IUseCamera* user, const char*) -> CameraTicket*
void setQuickTurnCameraFollow(CameraTicket* ticket)
void setQuickTurnCameraRotateFast(CameraTicket* ticket)
auto initRaceCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
void setRaceCameraFrontDirPtr(const CameraTicket* ticket, const sead::Vector3f* frontDirPtr)
void setRaceCameraDistance(const CameraTicket* ticket, f32 distance)
void setRaceCameraOffsetY(const CameraTicket* ticket, f32 offsetY)
void setRaceCameraAngleDegreeV(const CameraTicket* ticket, f32 angleV)
auto initCartCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
void stopCartCamera(const CameraTicket* ticket)
void restartCartCamera(const CameraTicket* ticket)
auto initActorRailParallelCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initKinopioBrigadeCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initAnimCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
void validateAnimCameraAngleSwing(CameraTicket* ticket)
void invalidateAnimCameraAngleSwing(CameraTicket* ticket)
void setAnimCameraBaseMtxPtr(CameraTicket* ticket, const sead::Matrix34f* baseMtxPtr)
auto initEntranceCamera(const IUseCamera* user, const PlacementInfo& placementInfo, const char*) -> CameraTicket*
auto initEntranceCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*) -> CameraTicket*
auto initEntranceCameraNoSave(const IUseCamera* user, const PlacementInfo& placementInfo, const char*) -> CameraTicket*
void setEntranceCameraParam(CameraTicket* ticket, f32, const sead::Vector3f&, const sead::Vector3f&)
void setEntranceCameraLookAt(CameraTicket* ticket, const sead::Vector3f& lookAt)
void invalidateEndEntranceCamera(LiveActor* actor)
void invalidateEndEntranceCameraWithName(IUseCamera* user, const char* name)
void validateEndEntranceCamera(IUseCamera* user)
auto isPlayingEntranceCamera(const IUseCamera* user, s32 updaterIdx) -> bool
void setCameraInterpoleStep(CameraTicket* ticket, s32 step)
void setCameraFovyDegree(CameraTicket* ticket, f32 fovy)
auto createSimpleCameraInput(s32 port) -> SimpleCameraInput*
void setCameraInput(IUseCamera* user, const ICameraInput* cameraInput)
void setViewCameraInput(IUseCamera* user, const ICameraInput* cameraInput, s32 inputIdx)
auto isExistCameraInputAtDisableTiming(const IUseCamera* user, s32 inputIdx) -> bool
auto createActorCameraTarget(const LiveActor* actor, f32) -> ActorCameraTarget*
auto createActorCameraTarget(const LiveActor* actor, const sead::Vector3f*) -> ActorCameraTarget*
auto createActorJointCameraTarget(const LiveActor* actor, const char* jointName) -> ActorMatrixCameraTarget*
auto createActorMatrixCameraTarget(const LiveActor* actor, const sead::Matrix34f* matrix) -> ActorMatrixCameraTarget*
auto isActiveCameraTarget(const CameraTargetBase* target) -> bool
void setCameraTarget(IUseCamera* user, CameraTargetBase* target)
void resetCameraTarget(IUseCamera* user, CameraTargetBase* target)
auto createActorCameraSubTarget(const LiveActor* actor, const sead::Vector3f*) -> ActorCameraSubTarget*
auto createActorBackAroundCameraSubTarget(const LiveActor* actor, const sead::Vector3f*) -> ActorBackAroundCameraSubTarget*
auto createTransCameraSubTarget(const char*, const sead::Vector3f*) -> TransCameraSubTarget*
void initCameraSubTargetTurnParam(CameraSubTargetBase* target, const CameraSubTargetTurnParam* turnParam)
auto isActiveCameraSubTarget(const CameraSubTargetBase* target) -> bool
void setCameraSubTarget(IUseCamera* user, CameraSubTargetBase* target)
void resetCameraSubTarget(IUseCamera* user, CameraSubTargetBase* target)
void setCameraPlacementSubTarget(IUseCamera* user, CameraSubTargetBase* target)
void resetCameraPlacementSubTarget(IUseCamera* user, CameraSubTargetBase* target)
auto getCameraDistanceRocketFlowerCurve() -> const CameraDistanceCurve*
void setViewCameraTarget(IUseCamera* user, CameraTargetBase* target, s32)
void startCameraShakeByAction(const LiveActor* actor, const char*, const char*, s32, s32)
void startCameraShakeByHitReaction(const IUseCamera* user, const char*, const char*, const char*, s32, s32)
void requestCameraLoopShakeWeak(const IUseCamera* user)
auto isActiveCameraInterpole(const IUseCamera* user, s32) -> bool
auto isActiveCameraInterpole(const SceneCameraInfo* info, s32) -> bool
void startCameraInterpole(const IUseCamera* user, s32, s32)
void requestCancelCameraInterpole(const IUseCamera* user, s32)
auto tryCalcCameraPoseWithoutInterpole(sead::LookAtCamera* camera, const IUseCamera* user, s32) -> bool
void invalidateCameraPoserVerticalAbsorber(CameraTicket* ticket)
void requestStopCameraVerticalAbsorb(IUseCamera* user)
void validateSnapShotCameraZoomFovy(CameraTicket* ticket)
void validateSnapShotCameraRoll(CameraTicket* ticket)
auto isSnapShotOrientationRotate90(const IUseCamera* user) -> bool
auto isSnapShotOrientationRotate270(const IUseCamera* user) -> bool
auto isValidCameraGyro(const IUseCamera* user) -> bool
auto isInvalidChangeSubjectiveCamera(const IUseCamera* user) -> bool
auto isCurrentCameraZooming(const IUseCamera* user, s32) -> bool
void onCameraRideObj(const LiveActor* actor)
void offCameraRideObj(const LiveActor* actor)
auto isExistAnimCameraData(const CameraTicket* ticket, const char*) -> bool
auto isEndAnimCamera(const CameraTicket* ticket) -> bool
auto isAnimCameraPlaying(const CameraTicket* ticket) -> bool
auto isAnimCameraAnimPlaying(const CameraTicket* ticket, const char*) -> bool
auto getAnimCameraStepMax(const CameraTicket* ticket) -> s32
auto getAnimCameraStep(const CameraTicket* ticket) -> s32
auto calcAnimCameraAnimStepMax(const CameraTicket* ticket, const char*) -> s32
void setAnimCameraRotateBaseUp(const CameraTicket* ticket)
template<typename T>
auto createCameraPoserFunction(const char* cameraPoserName) -> CameraPoser*
auto isWallPolygon(const sead::Vector3f&, const sead::Vector3f&) -> bool
auto isFloorPolygon(const sead::Vector3f&, const sead::Vector3f&) -> bool
auto isCeilingPolygon(const sead::Vector3f&, const sead::Vector3f&) -> bool
auto isFloorCode(const Triangle&, const char*) -> bool
auto createMtxConnector(const LiveActor* actor) -> MtxConnector*
auto tryCreateMtxConnector(const LiveActor* actor, const ActorInitInfo& info) -> MtxConnector*
void attachMtxConnectorToCollision(MtxConnector* mtxConnector, const LiveActor* actor, bool)
void attachMtxConnectorToCollision(MtxConnector* mtxConnector, const LiveActor* actor, const sead::Vector3f&, const sead::Vector3f&)
auto attachMtxConnectorToCollision(MtxConnector* mtxConnector, const LiveActor* actor, f32, f32) -> CollisionParts*
void connectPoseQT(LiveActor* actor, const MtxConnector* mtxConnector, const sead::Quatf& quat, const sead::Vector3f& trans)
void connectPoseQT(LiveActor* actor, const MtxConnector* mtxConnector)
void attachMtxConnectorToJoint(MtxConnector* mtxConnector, const LiveActor* actor, const char* jointName)
void attachMtxConnectorToJoint(MtxConnector* mtxConnector, const LiveActor* actor, const char* jointName, const sead::Vector3f& quatInitVec, const sead::Vector3f& trans)
void disconnectMtxConnector(MtxConnector* mtxConnector)
auto isMtxConnectorConnecting(const MtxConnector* mtxConnector) -> bool
auto getController(s32 port) -> sead::ControllerBase*
auto isPadTrigger(s32 port, s32 button) -> bool
auto isPadTriggerA(s32 port) -> bool
auto isPadTriggerB(s32 port) -> bool
auto isPadTriggerX(s32 port) -> bool
auto isPadTriggerY(s32 port) -> bool
auto isPadTriggerZL(s32 port) -> bool
auto isPadTriggerZR(s32 port) -> bool
auto isPadTriggerL(s32 port) -> bool
auto isPadTriggerR(s32 port) -> bool
auto isPadTrigger1(s32 port) -> bool
auto isPadTrigger2(s32 port) -> bool
auto isPadTriggerUp(s32 port) -> bool
auto isPadTriggerDown(s32 port) -> bool
auto isPadTriggerLeft(s32 port) -> bool
auto isPadTriggerRight(s32 port) -> bool
auto isPadTriggerLeftUp(s32 port) -> bool
auto isPadTriggerLeftDown(s32 port) -> bool
auto isPadTriggerRightUp(s32 port) -> bool
auto isPadTriggerRightDown(s32 port) -> bool
auto isPadTriggerHome(s32 port) -> bool
auto isPadTriggerStart(s32 port) -> bool
auto isPadTriggerSelect(s32 port) -> bool
auto isPadTriggerPlus(s32 port) -> bool
auto isPadTriggerMinus(s32 port) -> bool
auto isPadTriggerTouch() -> bool
auto isPadTriggerUpLeftStick(s32 port) -> bool
auto isPadTriggerDownLeftStick(s32 port) -> bool
auto isPadTriggerLeftLeftStick(s32 port) -> bool
auto isPadTriggerRightLeftStick(s32 port) -> bool
auto isPadTriggerUpRightStick(s32 port) -> bool
auto isPadTriggerDownRightStick(s32 port) -> bool
auto isPadTriggerLeftRightStick(s32 port) -> bool
auto isPadTriggerRightRightStick(s32 port) -> bool
auto isPadTriggerAnyABXY(s32 port) -> bool
auto isPadTriggerAny(s32 port) -> bool
auto isPadTriggerLeftStick(s32 port) -> bool
auto isPadTriggerRightStick(s32 port) -> bool
auto isPadTriggerPressLeftStick(s32 port) -> bool
auto isPadTriggerPressRightStick(s32 port) -> bool
auto isPadRepeat(s32 port, s32 button) -> bool
auto isPadRepeatA(s32 port) -> bool
auto isPadRepeatB(s32 port) -> bool
auto isPadRepeatX(s32 port) -> bool
auto isPadRepeatY(s32 port) -> bool
auto isPadRepeatZL(s32 port) -> bool
auto isPadRepeatZR(s32 port) -> bool
auto isPadRepeatL(s32 port) -> bool
auto isPadRepeatR(s32 port) -> bool
auto isPadRepeat1(s32 port) -> bool
auto isPadRepeat2(s32 port) -> bool
auto isPadRepeatUp(s32 port) -> bool
auto isPadRepeatDown(s32 port) -> bool
auto isPadRepeatLeft(s32 port) -> bool
auto isPadRepeatRight(s32 port) -> bool
auto isPadRepeatHome(s32 port) -> bool
auto isPadRepeatStart(s32 port) -> bool
auto isPadRepeatSelect(s32 port) -> bool
auto isPadRepeatPlus(s32 port) -> bool
auto isPadRepeatMinus(s32 port) -> bool
auto isPadRepeatTouch() -> bool
auto isPadRepeatUpLeftStick(s32 port) -> bool
auto isPadRepeatDownLeftStick(s32 port) -> bool
auto isPadRepeatLeftLeftStick(s32 port) -> bool
auto isPadRepeatRightLeftStick(s32 port) -> bool
auto isPadRepeatUpRightStick(s32 port) -> bool
auto isPadRepeatDownRightStick(s32 port) -> bool
auto isPadRepeatLeftRightStick(s32 port) -> bool
auto isPadRepeatRightRightStick(s32 port) -> bool
auto isPadHoldPressLeftStick(s32 port) -> bool
auto isPadHoldPressRightStick(s32 port) -> bool
auto isPadHold(s32 port, s32 button) -> bool
auto isPadHoldA(s32 port) -> bool
auto isPadHoldB(s32 port) -> bool
auto isPadHoldX(s32 port) -> bool
auto isPadHoldY(s32 port) -> bool
auto isPadHoldZL(s32 port) -> bool
auto isPadHoldZR(s32 port) -> bool
auto isPadHoldL(s32 port) -> bool
auto isPadHoldR(s32 port) -> bool
auto isPadHold1(s32 port) -> bool
auto isPadHold2(s32 port) -> bool
auto isPadHoldUp(s32 port) -> bool
auto isPadHoldDown(s32 port) -> bool
auto isPadHoldLeft(s32 port) -> bool
auto isPadHoldRight(s32 port) -> bool
auto isPadHoldLeftUp(s32 port) -> bool
auto isPadHoldLeftDown(s32 port) -> bool
auto isPadHoldRightUp(s32 port) -> bool
auto isPadHoldRightDown(s32 port) -> bool
auto isPadHoldHome(s32 port) -> bool
auto isPadHoldStart(s32 port) -> bool
auto isPadHoldSelect(s32 port) -> bool
auto isPadHoldPlus(s32 port) -> bool
auto isPadHoldMinus(s32 port) -> bool
auto isPadHoldAny(s32 port) -> bool
auto isPadHoldAnyWithoutStick(s32 port) -> bool
auto isPadHoldTouch() -> bool
auto isPadHoldUpLeftStick(s32 port) -> bool
auto isPadHoldDownLeftStick(s32 port) -> bool
auto isPadHoldLeftLeftStick(s32 port) -> bool
auto isPadHoldRightLeftStick(s32 port) -> bool
auto isPadHoldUpRightStick(s32 port) -> bool
auto isPadHoldDownRightStick(s32 port) -> bool
auto isPadHoldLeftRightStick(s32 port) -> bool
auto isPadHoldRightRightStick(s32 port) -> bool
auto isPadHoldLeftStick(s32 port) -> bool
auto isPadHoldRightStick(s32 port) -> bool
auto isPadRelease(s32 port, s32 button) -> bool
auto isPadReleaseA(s32 port) -> bool
auto isPadReleaseB(s32 port) -> bool
auto isPadReleaseX(s32 port) -> bool
auto isPadReleaseY(s32 port) -> bool
auto isPadReleaseZL(s32 port) -> bool
auto isPadReleaseZR(s32 port) -> bool
auto isPadReleaseL(s32 port) -> bool
auto isPadReleaseR(s32 port) -> bool
auto isPadRelease1(s32 port) -> bool
auto isPadRelease2(s32 port) -> bool
auto isPadReleaseUp(s32 port) -> bool
auto isPadReleaseDown(s32 port) -> bool
auto isPadReleaseLeft(s32 port) -> bool
auto isPadReleaseRight(s32 port) -> bool
auto isPadReleaseHome(s32 port) -> bool
auto isPadReleaseStart(s32 port) -> bool
auto isPadReleaseSelect(s32 port) -> bool
auto isPadReleasePlus(s32 port) -> bool
auto isPadReleaseMinus(s32 port) -> bool
auto isPadReleaseTouch() -> bool
auto isPadReleaseUpLeftStick(s32 port) -> bool
auto isPadReleaseDownLeftStick(s32 port) -> bool
auto isPadReleaseLeftLeftStick(s32 port) -> bool
auto isPadReleaseRightLeftStick(s32 port) -> bool
auto isPadReleaseUpRightStick(s32 port) -> bool
auto isPadReleaseDownRightStick(s32 port) -> bool
auto isPadReleaseLeftRightStick(s32 port) -> bool
auto isPadReleaseRightRightStick(s32 port) -> bool
auto getLeftStick(s32 port) -> const sead::Vector2f&
auto getRightStick(s32 port) -> const sead::Vector2f&
void getPadCrossDir(sead::Vector2f* vec, s32 port)
void getPadCrossDirSideways(sead::Vector2f* vec, s32 port)
void calcTouchScreenPos(sead::Vector2f* vec)
void calcTouchLayoutPos(sead::Vector2f*)
auto isTouchPosInRect(const sead::Vector2f& rect_pos, const sead::Vector2f& size) -> bool
void setPadRepeat(s32 a1, s32 a2, s32 a3, s32 port)
auto getPlayerControllerPort(s32 playerNo) -> s32
auto getTouchPanelPort() -> s32
auto getMainControllerPort() -> s32
auto getMainJoyPadDoublePort() -> s32
auto getMainJoyPadSingleRightPort() -> s32
auto getMainJoyPadSingleLeftPort() -> s32
auto isPadTypeJoySingle(s32 port = -1) -> bool
auto isPadTriggerUiCursorUp(s32 port = -1) -> bool
auto isPadTriggerUiCursorDown(s32 port = -1) -> bool
auto isPadTriggerUiCursorLeft(s32 port = -1) -> bool
auto isPadTriggerUiCursorRight(s32 port = -1) -> bool
auto isPadRepeatUiCursorUp(s32 port = -1) -> bool
auto isPadRepeatUiCursorDown(s32 port = -1) -> bool
auto isPadRepeatUiCursorLeft(s32 port = -1) -> bool
auto isPadRepeatUiCursorRight(s32 port = -1) -> bool
auto isPadHoldUiCursorUp(s32 port = -1) -> bool
auto isPadHoldUiCursorDown(s32 port = -1) -> bool
auto isPadHoldUiCursorLeft(s32 port = -1) -> bool
auto isPadHoldUiCursorRight(s32 port = -1) -> bool
auto isPadReleaseUiCursorUp(s32 port = -1) -> bool
auto isPadReleaseUiCursorDown(s32 port = -1) -> bool
auto isPadReleaseUiCursorLeft(s32 port = -1) -> bool
auto isPadReleaseUiCursorRight(s32 port = -1) -> bool
auto isTouchPosInCircle(const sead::Vector2f&, f32) -> bool
auto isTouchPosInCircleByWorldPos(const sead::Vector2f&, const IUseCamera*, f32, f32) -> bool
auto isPadTouchRect(f32, f32, f32, f32) -> bool
auto isSameNpadId(u32, s32) -> bool
void createReplayController(u32 port)
void unregistReplayController(u32 port)
auto getReplayController(u32 port) -> ReplayController*
void setPadDataReader(IUsePadDataReader* reader, u32 port)
void createAndSetPadDataArcReader(const char* path, const char* stageName, u32 port)
void startPadReplay(u32 port)
void pausePadReplay(u32 port)
void endPadReplay(u32 port)
void setPadDataWriter(IUsePadDataWriter* writer, u32 port)
void startPadRecording(u32 port)
void endPadRecording(u32 port)
auto isPadReplaying(u32 port) -> bool
auto getPadReplayRemainFrame(u32 port) -> s32
auto isPadRecording(u32 port) -> bool
void invalidatePadReplay(u32 port)
void validatePadReplay(u32 port)
auto isValidReplayController(u32 port) -> bool
auto isReadPadReplayData(u32 port) -> bool
auto createPadRumbleKeeper(const LiveActor*, s32) -> PadRumbleKeeper*
void getComputerName(sead::BufferedSafeString* computerName)
auto tryGetComputerName(sead::BufferedSafeString* computerName) -> bool
void getUserName(sead::BufferedSafeString* userName)
void makeUniqueTemporaryFilename(sead::BufferedSafeString* out, const char* fileName)
void expandEnvironmentString(sead::BufferedSafeString* out, const sead::SafeString& envStr)
auto makeTmpExpandEnvironmentString(const sead::SafeString& envStr) -> sead::FixedSafeString<128>
auto makeTmpFileFullPath(const char* fileName) -> StringTmp<128>
auto getALCommon() -> const char*
void FUN_710086f65c(sead::BufferedSafeString* out, const sead::SafeString& envStr)
auto registDemoRequesterToAddDemoInfo(const LiveActor* actor, const ActorInitInfo& initInfo, s32 index) -> AddDemoInfo*
void registActorToDemoInfo(LiveActor* actor, const ActorInitInfo& initInfo)
void addDemoActorFromAddDemoInfo(const LiveActor* actor, const AddDemoInfo* info)
void addDemoActorFromDemoActorHolder(const LiveActor* actor, const DemoActorHolder* holder)
void addDemoActorFromDemoActorHolder(const Scene* scene, const DemoActorHolder* holder)
void setDemoInfoDemoName(const LiveActor* actor, const char* name)
void killForceBeforeDemo(LiveActor* actor)
void prepareSkip(LiveActor* actor, s32)
void invalidateLODWithSubActor(LiveActor*)
auto isActiveDemo(const Scene*) -> bool
auto getDepthClearValue() -> f32
void setDepthFuncNearDraw(sead::GraphicsContext* context)
void setDepthFuncFarDraw(sead::GraphicsContext* context)
auto getAlphaTestEnable(nn::g3d::MaterialObj* material) -> bool
void emitEffectCurrentPos(IUseEffectKeeper*, const char*)
void emitEffect(IUseEffectKeeper*, const char*, const sead::Vector3f*)
auto tryEmitEffect(IUseEffectKeeper*, const char*, const sead::Vector3f*) -> bool
void deleteEffect(IUseEffectKeeper*, const char*)
auto tryDeleteEffect(IUseEffectKeeper*, const char*) -> bool
void deleteEffectAll(IUseEffectKeeper*)
void tryKillEmitterAndParticleAll(IUseEffectKeeper*)
void onCalcAndDrawEffect(IUseEffectKeeper*)
void offCalcAndDrawEffect(IUseEffectKeeper*)
void forceSetStopCalcAndDraw(IUseEffectKeeper*, bool)
auto isEffectEmitting(const IUseEffectKeeper*, const char*) -> bool
void setEffectEmitRatio(IUseEffectKeeper*, const char*, f32)
void setEffectAllScale(IUseEffectKeeper*, const char*, const sead::Vector3f&)
void setEffectEmitterVolumeScale(IUseEffectKeeper*, const char*, const sead::Vector3f&)
void setEffectParticleScale(IUseEffectKeeper*, const char*, f32)
void setEffectParticleScale(IUseEffectKeeper*, const char*, const sead::Vector3f&)
void setEffectParticleAlpha(IUseEffectKeeper*, const char*, f32)
void setEffectParticleColor(IUseEffectKeeper*, const char*, const sead::Color4f&)
void setParticleLifeScale(IUseEffectKeeper*, const char*, f32)
void setEffectParticleDirectionalVel(IUseEffectKeeper*, const char*, f32)
void setEffectFollowPosPtr(IUseEffectKeeper*, const char*, const sead::Vector3f*)
void setEffectFollowMtxPtr(IUseEffectKeeper*, const char*, const sead::Matrix34f*)
void setEffectNamedMtxPtr(IUseEffectKeeper*, const char*, const sead::Matrix34f*)
auto trySetEffectNamedMtxPtr(IUseEffectKeeper*, const char*, const sead::Matrix34f*) -> bool
auto tryUpdateEffectMaterialCode(IUseEffectKeeper*, const char*) -> bool
void resetEffectMaterialCode(IUseEffectKeeper*)
void updateEffectMaterialWater(IUseEffectKeeper*, bool)
void updateEffectMaterialWet(IUseEffectKeeper*, bool)
void updateEffectMaterialPuddle(IUseEffectKeeper*, bool)
template<typename T>
auto createEventFlowNode(const char* eventFlowNodeName) -> EventFlowNode*
auto isNodeName(const EventFlowNode*, const char*) -> bool
auto getScareMessage(const EventFlowNode*) -> const char16*
void startEventCamera(EventFlowNode*, const char*, s32)
void startEventAnimCamera(EventFlowNode*, const char*, const char*, s32)
void endEventCamera(EventFlowNode*, const char*, s32, bool)
auto tryEndEventCameraIfPlaying(EventFlowNode*, const char*, s32, bool) -> bool
auto isEndInterpoleEventCamera(const EventFlowNode*, const char*) -> bool
auto isPlayingEventAnimCamera(const EventFlowNode*, const char*) -> bool
void requestDemoAction(EventFlowNode*, const char*, bool)
void requestPlayerDemoAction(EventFlowNode*, const char*)
auto isEndDemoAction(const EventFlowNode*) -> bool
void setDemoTalkAction(EventFlowNode*, const char*)
void resetDemoTalkAction(EventFlowNode*)
void requestDemoCamera(EventFlowNode*, const char*)
auto isEndRequestDemoCamera(const EventFlowNode*) -> bool
auto isHideDemoPlayer(const EventFlowNode*) -> bool
void requestHideDemoPlayer(EventFlowNode*)
void requestShowDemoPlayer(EventFlowNode*)
void calcPlayerWatchTrans(sead::Vector3f*, const EventFlowNode*)
void requestCommandCloseTalkMessageLayout(EventFlowNode*)
auto isActive(const EventFlowExecutor*) -> bool
auto isScare(const IUseEventFlowData*) -> bool
auto tryGetScareEnemyPos(sead::Vector3f*, const IUseEventFlowData*) -> bool
void invalidateUiCollisionCheck(EventFlowExecutor*)
void onExistLookAtJointCtrl(EventFlowExecutor*)
void setTalkSubActorName(EventFlowExecutor*, const char*)
void resetTalkSubActorName(EventFlowExecutor*)
void startEventAction(LiveActor*, const IUseEventFlowData*, const char*)
void makeEventActionName(sead::BufferedSafeStringBase<char>*, const IUseEventFlowData*, const char*)
void startEventActionAtRandomFrame(LiveActor*, const IUseEventFlowData*, const char*)
auto tryStartEventActionIfNotPlaying(LiveActor*, const IUseEventFlowData*, const char*) -> bool
auto isPlayingEventAction(const LiveActor*, const IUseEventFlowData*, const char*) -> bool
auto isExistEventAction(const LiveActor*, const IUseEventFlowData*, const char*) -> bool
auto isOneTimeEventAction(const LiveActor*, const IUseEventFlowData*, const char*) -> bool
auto getEventActionFrameMax(const LiveActor*, const IUseEventFlowData*, const char*) -> f32
auto getParamMoveSpeed(const IUseEventFlowData*) -> f32
auto getParamTurnSpeedDegree(const IUseEventFlowData*) -> f32
auto getRecordActorFront(const IUseEventFlowData*) -> const sead::Vector3f&
void recordActorFront(IUseEventFlowData*, const sead::Vector3f&)
auto checkInsideTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&, f32) -> bool
auto checkInsideEmotionTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&) -> bool
auto checkInsideEmotionLowPriorityTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&) -> bool
auto checkInsideTalkTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&) -> bool
void calcBalloonOffset(sead::Vector3f*, const IUseEventFlowData*, const LiveActor*)
void setBalloonLocalOffset(EventFlowExecutor*, const sead::Vector3f&)
auto getBalloonCollisionCheckOffsetRadius(const IUseEventFlowData*) -> f32
auto isDisableOpenBalloonByOrderGroup(const LiveActor*, const IUseEventFlowData*) -> bool
auto isEnableForceOpenBalloonByOrderGroup(const LiveActor*, const IUseEventFlowData*) -> bool
auto isWaitAtPointMovement(const EventFlowExecutor*) -> bool
auto isStopMovement(const IUseEventFlowData*) -> bool
auto isRequestEventDemoAction(const EventFlowExecutor*) -> bool
auto isPlayingEventDemoAction(const EventFlowExecutor*) -> bool
auto getEventDemoActionName(const EventFlowExecutor*) -> const char*
auto isExistEventDemoTalkAction(const EventFlowExecutor*) -> bool
auto getEventDemoTalkActionName(const EventFlowExecutor*) -> const char*
auto isResetEventDemoPlayerDynamics(const EventFlowExecutor*) -> bool
void startEventDemoAction(EventFlowExecutor*)
void endEventDemoAction(EventFlowExecutor*)
auto isRequestEventDemoCamera(const EventFlowExecutor*) -> bool
auto getEventDemoCameraAnimName(const EventFlowExecutor*) -> const char*
void clearEventDemoCameraRequest(EventFlowExecutor*)
auto isHideDemoPlayer(const EventFlowExecutor*) -> bool
auto isExistEventEntry(const EventFlowExecutor*, const char*) -> bool
auto isCurrentEventEntry(const EventFlowExecutor*, const char*) -> bool
auto isEventName(const EventFlowEventData*, const char*, ...) -> bool
auto getEventName(const EventFlowEventData*) -> const char*
auto getEventDataParamString(const EventFlowEventData*, const char*) -> bool
auto isEventDataParamBool(const EventFlowEventData*, const char*) -> bool
void registerExecutorUser(IUseExecutor* user, ExecuteDirector* director, const char* listName)
void registerExecutorActorUpdate(LiveActor* actor, ExecuteDirector* director, const char* listName)
void registerExecutorActorDraw(LiveActor* actor, ExecuteDirector* director, const char* listName)
void registerExecutorLayoutUpdate(LayoutActor* layout, ExecuteDirector* director, const char* listName)
void registerExecutorLayoutDraw(LayoutActor* layout, ExecuteDirector* director, const char* listName)
void registerExecutorFunctor(const char* listName, ExecuteDirector* director, const FunctorBase& functor)
void registerExecutorFunctorDraw(const char* listName, ExecuteDirector* director, const FunctorBase& functor)
auto getFileLoader() -> FileLoader*
auto isExistFile(const sead::SafeString& fileName) -> bool
auto isExistDirectory(const sead::SafeString& fileName) -> bool
auto isExistArchive(const sead::SafeString& fileName) -> bool
auto isExistArchive(const sead::SafeString& fileName, const char* ext) -> bool
auto getFileSize(const sead::SafeString& fileName) -> u32
auto calcFileAlignment(const sead::SafeString& fileName) -> u32
auto calcBufferSizeAlignment(const sead::SafeString& fileName) -> u32
auto loadFile(const sead::SafeString& fileName, s32 size) -> u8*
auto tryLoadFileToBuffer(const sead::SafeString& fileName, u8* buffer, u32 bufferSize, s32 size) -> bool
auto loadArchive(const sead::SafeString& fileName) -> sead::ArchiveRes*
auto loadArchiveWithExt(const sead::SafeString& fileName, const char* ext) -> sead::ArchiveRes*
auto tryRequestLoadArchive(const sead::SafeString& fileName, sead::Heap* heap) -> bool
void loadSoundItem(u32 soundEntryId, u32 unknown, IAudioResourceLoader* resLoader)
auto tryRequestLoadSoundItem(u32 soundEntryId) -> bool
auto tryRequestPreLoadFile(const Resource* res, s32 id, sead::Heap* heap, IAudioResourceLoader* resLoader) -> bool
auto tryRequestPreLoadFile(const Resource* res, const sead::SafeString& fileName, sead::Heap* heap, IAudioResourceLoader* resLoader) -> bool
void waitLoadDoneAllFile()
void clearFileLoaderEntry()
void makeLocalizedArchivePath(sead::BufferedSafeString* outPath, const sead::SafeString& fileName)
void makeLocalizedArchivePathByCountryCode(sead::BufferedSafeString* outPath, const sead::SafeString& fileName)
void setFileLoaderThreadPriority(s32 priority)
auto isExistItemKeeper(const LiveActor* actor) -> bool
auto addItem(LiveActor* actor, const ActorInitInfo&, const char*, const char*, const char*, s32, bool) -> ActorItemInfo*
auto addItem(LiveActor* actor, const ActorInitInfo&, const char*, bool) -> ActorItemInfo*
void setAppearItemFactor(const LiveActor* actor, const char*, const HitSensor* sensor)
void setAppearItemOffset(const LiveActor* actor, const sead::Vector3f& offset)
void setAppearItemAttackerSensor(const LiveActor* actor, const HitSensor* sensor)
auto appearItem(const LiveActor* actor) -> bool
auto appearItem(const LiveActor* actor, const sead::Vector3f&, const sead::Quatf&, const HitSensor* sensor) -> bool
auto appearItem(const LiveActor* actor, const sead::Vector3f&, const sead::Vector3f&, const HitSensor* sensor) -> bool
auto appearItemTiming(const LiveActor* actor, const char*) -> bool
auto appearItemTiming(const LiveActor* actor, const char*, const sead::Vector3f&, const sead::Quatf&, const HitSensor* sensor) -> bool
auto appearItemTiming(const LiveActor* actor, const char*, const sead::Vector3f&, const sead::Vector3f&, const HitSensor* sensor) -> bool
void acquireItem(const LiveActor* actor, HitSensor* sensor, const char*)
auto getItemType(const LiveActor* actor, const char*) -> s32
void initJointControllerKeeper(const LiveActor*, s32)
void isExistJointControllerKeeper(const LiveActor*)
void registerJointController(const LiveActor*, JointControllerBase*)
void registerJointController(const LiveActor*, JointControllerBase*, const char*)
void initJointLocalRotator(const LiveActor*, sead::Vector3f*, const char*)
void initJointLocalXRotator(const LiveActor*, const f32*, const char*)
void initJointLocalYRotator(const LiveActor*, const f32*, const char*)
void initJointLocalZRotator(const LiveActor*, const f32*, const char*)
auto initJointLocalAxisRotator(const LiveActor*, const sead::Vector3f&, const f32*, const char*, bool) -> JointLocalAxisRotator*
void initJointLocalMinusXRotator(const LiveActor*, const f32*, const char*)
void initJointLocalMinusYRotator(const LiveActor*, const f32*, const char*)
void initJointLocalMinusZRotator(const LiveActor*, const f32*, const char*)
void initJointGlobalXRotator(const LiveActor*, f32*, const char*)
void initJointGlobalAxisRotator(const LiveActor*, const sead::Vector3f&, f32*, const char*)
void initJointGlobalYRotator(const LiveActor*, f32*, const char*)
void initJointGlobalZRotator(const LiveActor*, f32*, const char*)
void initJointGlobalMinusXRotator(const LiveActor*, f32*, const char*)
void initJointGlobalMinusYRotator(const LiveActor*, f32*, const char*)
void initJointGlobalMinusZRotator(const LiveActor*, f32*, const char*)
void initJointLocalTransControllerX(const LiveActor*, const f32*, const char*)
void initJointLocalTransControllerY(const LiveActor*, const f32*, const char*)
void initJointLocalTransControllerZ(const LiveActor*, const f32*, const char*)
void initJointLocalTransController(const LiveActor*, const sead::Vector3f*, const char*)
void initJointLocalScaleControllerX(const LiveActor*, const f32*, const char*)
void initJointLocalScaleControllerY(const LiveActor*, const f32*, const char*)
void initJointLocalScaleControllerZ(const LiveActor*, const f32*, const char*)
void initJointLocalScaleController(const LiveActor*, const sead::Vector3f*, const char*)
void initJointLocalMtxController(const LiveActor*, const sead::Matrix34f*, const char*)
void initJointGlobalMtxController(const LiveActor*, const sead::Matrix34f*, const char*)
void initJointGlobalQuatController(const LiveActor*, const sead::Quatf*, const char*)
void initJointGlobalQuatTransController(const LiveActor*, const sead::Quatf*, const sead::Vector3f*, const char*)
void initJointPostQuatController(const LiveActor*, const sead::Quatf*, const char*)
void initJointLocalDirController(const LiveActor*, const JointDirectionInfo*, const char*)
void initJointAimController(const LiveActor*, const JointAimInfo*, const char*)
void initJointTranslateShaker(const LiveActor*, s32)
void appendJointTranslateShakerX(JointTranslateShaker*, const char*)
void appendJointTranslateShakerY(JointTranslateShaker*, const char*)
void appendJointTranslateShakerZ(JointTranslateShaker*, const char*)
void initJointMasher(const LiveActor*, const bool*, s32)
void appendMashJoint(JointMasher*, const char*, f32)
void initJointRumbler(const LiveActor*, const char*, f32, f32, u32, s32)
void initJointLocalQuatRotator(const LiveActor*, const char*, const sead::Quatf*)
void initJointLookAtController(const LiveActor*, s32)
void appendJointLookAtController(JointLookAtController*, const LiveActor*, const char*, f32, const sead::Vector2f&, const sead::Vector2f&, const sead::Vector3f&, const sead::Vector3f&)
void appendJointLookAtControllerNoJudge(JointLookAtController*, const LiveActor*, const char*, f32, const sead::Vector2f&, const sead::Vector2f&, const sead::Vector3f&, const sead::Vector3f&)
void appendJointLookAtControllerNoJudgeNoOverLimitYaw(JointLookAtController*, const LiveActor*, const char*, f32, const sead::Vector2f&, const sead::Vector2f&, const sead::Vector3f&, const sead::Vector3f&)
void initJointGroundSmoothController(const LiveActor*, const char*)
void initJointPosToPosController(const LiveActor*, const char*, const sead::Vector3f*, const sead::Vector3f*, f32*, const sead::Vector3f&)
auto initJointSpringController(const LiveActor*, const char*) -> JointSpringController*
void initJointConstrainedSpringController(const LiveActor*, const char*)
void initJointSpringTransController(const LiveActor*, const char*)
void initJointSimpleIK(const LiveActor*, const char*)
auto createKeyPoseKeeper(const ActorInitInfo& info) -> KeyPoseKeeper*
auto createKeyPoseKeeper(const PlacementInfo& info) -> KeyPoseKeeper*
void resetKeyPose(KeyPoseKeeper* keyPoseKeeper)
void nextKeyPose(KeyPoseKeeper* keyPoseKeeper)
void restartKeyPose(KeyPoseKeeper* keyPoseKeeper, sead::Vector3f* pos, sead::Quatf* orientation)
void reverseKeyPose(KeyPoseKeeper* keyPoseKeeper)
auto getCurrentKeyTrans(const KeyPoseKeeper* keyPoseKeeper) -> const sead::Vector3f&
auto getNextKeyTrans(const KeyPoseKeeper* keyPoseKeeper) -> const sead::Vector3f&
auto getCurrentKeyQuat(const KeyPoseKeeper* keyPoseKeeper) -> const sead::Quatf&
auto getNextKeyQuat(const KeyPoseKeeper* keyPoseKeeper) -> const sead::Quatf&
auto getCurrentKeyPlacementInfo(const KeyPoseKeeper* keyPoseKeeper) -> const PlacementInfo&
auto getNextKeyPlacementInfo(const KeyPoseKeeper* keyPoseKeeper) -> const PlacementInfo&
auto getKeyPoseCount(const KeyPoseKeeper* keyPoseKeeper) -> s32
void getKeyPoseTrans(sead::Vector3f* out, const KeyPoseKeeper* keyPoseKeeper, s32 idx)
void getKeyPoseQuat(sead::Quatf* out, const KeyPoseKeeper* keyPoseKeeper, s32 idx)
void calcLerpKeyTrans(sead::Vector3f* out, const KeyPoseKeeper* keyPoseKeeper, f32 rate)
void calcSlerpKeyQuat(sead::Quatf* out, const KeyPoseKeeper* keyPoseKeeper, f32 rate)
auto isMoveSignKey(const KeyPoseKeeper* keyPoseKeeper) -> bool
auto isLastKey(const KeyPoseKeeper* keyPoseKeeper) -> bool
auto isFirstKey(const KeyPoseKeeper* keyPoseKeeper) -> bool
auto isGoingToEnd(const KeyPoseKeeper* keyPoseKeeper) -> bool
auto isStop(const KeyPoseKeeper* keyPoseKeeper) -> bool
auto isRestart(const KeyPoseKeeper* keyPoseKeeper) -> bool
auto calcDistanceNextKeyTrans(const KeyPoseKeeper* keyPoseKeeper) -> f32
auto calcTimeToNextKeyMove(const KeyPoseKeeper* keyPoseKeeper, f32 speed) -> s32
void calcDirToNextKey(sead::Vector3f* out, const KeyPoseKeeper* keyPoseKeeper)
auto calcKeyMoveSpeed(const KeyPoseKeeper* keyPoseKeeper) -> f32
auto calcKeyMoveSpeedByTime(const KeyPoseKeeper* keyPoseKeeper) -> f32
auto calcKeyMoveWaitTime(const KeyPoseKeeper* keyPoseKeeper) -> s32
auto calcKeyMoveMoveTime(const KeyPoseKeeper* keyPoseKeeper) -> s32
void calcKeyMoveClippingInfo(sead::Vector3f*, f32*, const KeyPoseKeeper*, f32)
void setKeyMoveClippingInfo(LiveActor*, sead::Vector3f*, const KeyPoseKeeper*)
auto getLayoutPaneGroup(const IUseLayoutAction* layout, const char* paneName) -> LayoutPaneGroup*
void startAction(IUseLayoutAction* layout, const char* actionName, const char* paneName)
auto startActionAtRandomFrame(IUseLayoutAction* layout, const char* actionName, const char* paneName) -> s32
void startFreezeAction(IUseLayoutAction* layout, const char* actionName, f32 frame, const char* paneName)
void startFreezeActionEnd(IUseLayoutAction* layout, const char* actionName, const char* paneName)
auto getActionFrameMax(const IUseLayoutAction* layout, const char* actionName, const char* paneName) -> f32
void startFreezeGaugeAction(IUseLayoutAction* layout, f32 value, f32 minFrame, f32 maxFrame, const char* actionName, const char* paneName)
auto tryStartAction(IUseLayoutAction* layout, const char* actionName, const char* paneName) -> bool
auto isExistAction(const IUseLayoutAction* layout, const char* actionName, const char* paneName) -> bool
auto isActionEnd(const IUseLayoutAction* layout, const char* paneName) -> bool
auto isExistAction(const IUseLayoutAction* layout, const char* paneName) -> bool
auto isActionOneTime(const IUseLayoutAction* layout, const char* actionName, const char* paneName) -> bool
auto getActionFrame(const IUseLayoutAction* layout, const char* paneName) -> f32
void setActionFrame(IUseLayoutAction* layout, f32 frame, const char* paneName)
auto getActionFrameRate(const IUseLayoutAction* layout, const char* paneName) -> f32
void setActionFrameRate(IUseLayoutAction* layout, f32 frameRate, const char* paneName)
auto getActionName(const IUseLayoutAction* layout, const char* paneName) -> const char*
auto isActionPlaying(const IUseLayoutAction* layout, const char* actionName, const char* paneName) -> bool
auto isAnyActionPlaying(const IUseLayoutAction* layout, const char* paneName) -> bool
void setNerveAtActionEnd(LayoutActor* layout, const Nerve* nerve)
void startTextPaneAnim(LayoutActor*, const char16*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)
void startTextPaneAnimWithAudioUser(LayoutActor*, const char16*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*, const IUseAudioKeeper*)
void startAndSetTextPaneAnimStage(LayoutActor*, const char*, const char*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)
void startAndSetTextPaneAnimSystem(LayoutActor*, const char*, const char*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)
void endTextPaneAnim(LayoutActor*)
void skipTextPaneAnim(LayoutActor*)
void flushTextPaneAnim(LayoutActor*)
void changeNextPage(LayoutActor*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)
auto tryChangeNextPage(LayoutActor*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*) -> bool
auto isExistNextPage(const LayoutActor*) -> bool
auto isEndTextPaneAnim(const LayoutActor*, bool) -> bool
auto getCurrentMessagePaneAnim(const LayoutActor*) -> const char16*
auto calcCurrentMessageTextNum(const LayoutActor*) -> s32
auto calcShowTextTime(s32) -> s32
auto tryStartTextAnim(LayoutActor*, const char16*) -> bool
auto tryStartTextTagVoice(LayoutActor*, const char16*, const IUseAudioKeeper*, const char*, sead::FixedSafeString<64>*) -> bool
void startHitReaction(const LayoutActor*, const char*, const char*)
auto killLayoutIfActive(LayoutActor*) -> bool
auto appearLayoutIfDead(LayoutActor*) -> bool
auto isActive(const LayoutActor*) -> bool
auto isDead(const LayoutActor*) -> bool
void calcTrans(sead::Vector3f*, const IUseLayout*)
auto getLocalTrans(const IUseLayout*) -> sead::Vector2f
auto getLocalTransPtr(const IUseLayout*) -> sead::Vector2f*
void calcScale(sead::Vector3f*, const IUseLayout*)
auto getLocalScale(const IUseLayout*) -> f32
void setLocalTrans(IUseLayout*, const sead::Vector3f&)
void setLocalTrans(IUseLayout*, const sead::Vector2f&)
void setLocalScale(IUseLayout*, f32)
void setLocalScale(IUseLayout*, const sead::Vector2f&)
void setLocalAlpha(IUseLayout*, f32)
void calcPaneTrans(sead::Vector3f*, const IUseLayout*, const char*)
void calcPaneMtx(sead::Matrix34f*, const IUseLayout*, const char*)
void calcPaneTrans(sead::Vector2f*, const IUseLayout*, const char*)
void calcPaneScale(sead::Vector3f*, const IUseLayout*, const char*)
void calcPaneSize(sead::Vector3f*, const IUseLayout*, const char*)
auto getPaneMtx(const IUseLayout*, const char*) -> const Matrix43f&
auto getPaneMtxRaw(const IUseLayout*, const char*) -> const Matrix43f*
auto getGlobalAlpha(const IUseLayout*, const char*) -> f32
void setPaneLocalTrans(IUseLayout*, const char*, const sead::Vector2f&)
void setPaneLocalTrans(IUseLayout*, const char*, const sead::Vector3f&)
void setPaneLocalRotate(IUseLayout*, const char*, const sead::Vector3f&)
void setPaneLocalScale(IUseLayout*, const char*, const sead::Vector2f&)
void setPaneLocalSize(IUseLayout*, const char*, const sead::Vector2f&)
void setPaneLocalAlpha(IUseLayout*, const char*, f32)
auto getPaneLocalTrans(const IUseLayout*, const char*) -> sead::Vector3f
void getPaneLocalSize(sead::Vector2f*, const IUseLayout*, const char*)
auto getPaneLocalRotate(const IUseLayout*, const char*) -> const sead::Vector3f&
auto getPaneLocalScale(const IUseLayout*, const char*) -> const sead::Vector3f&
auto getTextBoxDrawRectSize(const IUseLayout*, const char*) -> const sead::Vector3f&
void showPane(IUseLayout*, const char*)
void hidePane(IUseLayout*, const char*)
void showPaneNoRecursive(IUseLayout*, const char*)
void hidePaneNoRecursive(IUseLayout*, const char*)
auto isHidePane(const IUseLayout*, const char*) -> bool
void showPaneRoot(IUseLayout*)
void hidePaneRoot(IUseLayout*)
void showPaneRootNoRecursive(IUseLayout*)
void hidePaneRootNoRecursive(IUseLayout*)
auto isHidePaneRoot(const IUseLayout*) -> bool
auto isExistPane(const IUseLayout*, const char*) -> bool
auto isContainPointPane(const IUseLayout*, const char*, const sead::Vector2f&) -> bool
void findHitPaneFromLayoutPos(const IUseLayout*, const sead::Vector2f&)
auto isExistHitPaneFromLayoutPos(const IUseLayout*, const sead::Vector2f&) -> bool
void findHitPaneFromScreenPos(const IUseLayout*, const sead::Vector2f&)
auto isExistHitPaneFromScreenPos(const IUseLayout*, const sead::Vector2f&) -> bool
auto isTouchPosInPane(const IUseLayout*, const char*) -> bool
void setCursorPanePos(IUseLayout*, const IUseLayout*)
void setPaneVtxColor(const IUseLayout*, const char*, const sead::Color4u8&)
auto isTriggerTouchPane(const IUseLayout*, const char*) -> bool
auto isHoldTouchPane(const IUseLayout*, const char*) -> bool
auto isReleaseTouchPane(const IUseLayout*, const char*) -> bool
auto getPaneChildNum(const IUseLayout*, const char*) -> s32
auto getPaneChildName(const IUseLayout*, const char*, s32) -> const char*
void setPaneStringLength(IUseLayout*, const char*, const char16*, u16, u16)
void setPaneString(IUseLayout*, const char*, const char16*, u16)
void setPaneCounterDigit1(IUseLayout*, const char*, s32, u16)
void setPaneCounterDigit2(IUseLayout*, const char*, s32, u16)
void setPaneCounterDigit3(IUseLayout*, const char*, s32, u16)
void setPaneCounterDigit4(IUseLayout*, const char*, s32, u16)
void setPaneCounterDigit5(IUseLayout*, const char*, s32, u16)
void setPaneCounterDigit6(IUseLayout*, const char*, s32, u16)
void setPaneNumberDigit1(IUseLayout*, const char*, s32, u16)
void setPaneNumberDigit2(IUseLayout*, const char*, s32, u16)
void setPaneNumberDigit3(IUseLayout*, const char*, s32, u16)
void setPaneNumberDigit4(IUseLayout*, const char*, s32, u16)
void setPaneNumberDigit5(IUseLayout*, const char*, s32, u16)
void setPaneStringFormat(IUseLayout*, const char*, const char*, ...)
void setTextPositionCenterH(IUseLayout*, const char*)
void initPaneMessage(IUseLayout*, const char*, const MessageHolder*, const char*, u32)
void setPaneSystemMessage(LayoutActor*, const char*, const char*, const char*)
void setPaneStageMessage(LayoutActor*, const char*, const char*, const char*)
auto getPaneStringBuffer(const IUseLayout*, const char*) -> const char16*
auto getPaneStringBufferLength(const IUseLayout*, const char*) -> s32
void setTextBoxPaneFont(const LayoutActor*, const char*, const char*)
void adjustPaneSizeToTextSizeAll(const LayoutActor*)
void requestCaptureRecursive(const LayoutActor*)
void setRubyScale(const LayoutActor*, f32)
auto createTextureInfo() -> nn::ui2d::TextureInfo*
auto createTextureInfo(const agl::TextureData&) -> nn::ui2d::TextureInfo*
auto createTextureInfo(const IUseLayout*, const char*) -> nn::ui2d::TextureInfo*
void getPaneTextureInfo(nn::ui2d::TextureInfo*, const IUseLayout*, const char*)
auto createTextureInfo(const char*, const char*, const char*) -> nn::ui2d::TextureInfo*
void updateTextureInfo(nn::ui2d::TextureInfo*, const agl::TextureData&)
void setPaneTexture(IUseLayout*, const char*, const nn::ui2d::TextureInfo*)
void registerLayoutPartsActor(LayoutActor*, LayoutActor*)
void updateLayoutPaneRecursive(LayoutActor*)
auto getLayoutPaneGroupNum(LayoutActor*) -> s32
auto getLayoutPaneGroup(LayoutActor*, s32) -> LayoutPaneGroup*
void initLayoutActor(LayoutActor*, const LayoutInitInfo&, const char*, const char*)
void initLayoutActorLocalized(LayoutActor*, const LayoutInitInfo&, const char*, const char*)
void initLayoutActorUseOtherMessage(LayoutActor*, const LayoutInitInfo&, const char*, const char*, const char*)
void initLayoutTextPaneAnimator(LayoutActor*, const char*)
void initLayoutTextPaneAnimatorWithShadow(LayoutActor*, const char*)
void initLayoutPartsActor(LayoutActor*, LayoutActor*, const LayoutInitInfo&, const char*, const char*)
void initLayoutPartsActorLocalized(LayoutActor*, LayoutActor*, const LayoutInitInfo&, const char*, const char*)
void initLayoutInitInfo(LayoutInitInfo*, const LayoutKit*, SceneObjHolder*, const AudioDirector*, const LayoutSystem*, const MessageSystem*, const GamePadSystem*)
void setRenderBuffer(LayoutKit*, const agl::RenderBuffer*)
void executeUpdate(LayoutKit*)
void executeUpdateList(LayoutKit*, const char*, const char*)
void executeUpdateEffect(LayoutKit*)
void executeDraw(const LayoutKit*, const char*)
void executeDrawEffect(const LayoutKit*)
void startAction(LiveActor* actor, const char* actionName)
auto startActionAtRandomFrame(LiveActor* actor, const char* actionName) -> s32
auto tryStartAction(LiveActor* actor, const char* actionName) -> bool
auto tryStartActionIfNotPlaying(LiveActor* actor, const char* actionName) -> bool
auto isActionPlaying(const LiveActor* actor, const char* actionName) -> bool
auto tryStartActionIfActionEnd(LiveActor* actor, const char* actionName) -> bool
auto isActionEnd(const LiveActor* actor) -> bool
auto isExistAction(const LiveActor* actor) -> bool
auto isExistAction(const LiveActor* actor, const char* actionName) -> bool
auto isActionOneTime(const LiveActor* actor) -> bool
auto isActionOneTime(const LiveActor* actor, const char* actionName) -> bool
auto getActionName(const LiveActor* actor) -> const char*
auto getActionFrame(const LiveActor* actor) -> f32
auto getActionFrameMax(const LiveActor* actor) -> f32
auto getActionFrameMax(const LiveActor* actor, const char* actionName) -> f32
auto getActionFrameRate(const LiveActor* actor) -> f32
void setActionFrame(LiveActor* actor, f32 frame)
void setActionFrameRate(LiveActor* actor, f32 rate)
void stopAction(LiveActor* actor)
void restartAction(LiveActor* actor)
void copyAction(LiveActor* actor, const LiveActor* sourceActor)
void startNerveAction(LiveActor* actor, const char* actionName)
void setNerveAtActionEnd(LiveActor* actor, const Nerve* nerve)
void resetNerveActionForInit(LiveActor* actor)
void startHitReaction(const LiveActor* actor, const char* name)
void startHitReactionHitEffect(const LiveActor* actor, const char* name, const HitSensor* other, const HitSensor* self)
void startHitReactionHitEffect(const LiveActor* actor, const char* name, const sead::Vector3f& pos)
void startHitReactionHitEffect(const LiveActor* actor, const char* name, const sead::Matrix34f* mtx)
void startHitReactionBlowHit(const LiveActor* actor, const HitSensor* other, const HitSensor* self)
void startHitReactionBlowHit(const LiveActor* actor, const sead::Vector3f& pos)
void startHitReactionBlowHit(const LiveActor* actor)
void startHitReactionBlowHitDirect(const LiveActor* actor, const HitSensor* other, const HitSensor* self)
void startHitReactionBlowHitDirect(const LiveActor* actor, const sead::Vector3f& pos)
void startHitReactionBlowHitDirect(const LiveActor* actor)
void startSklAnim(LiveActor* actor, const char* animName)
void startSklAnimInterpole(LiveActor* actor, const char* animName0, const char* animName1)
auto tryStartSklAnimIfExist(LiveActor* actor, const char* animName) -> bool
auto isSklAnimExist(const LiveActor* actor, const char* animName) -> bool
auto tryStartSklAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
auto isSklAnimPlaying(const LiveActor* actor, const char* animName, s32 index) -> bool
void startSklAnimBlend(LiveActor* actor, const char* animName0, const char* animName1, const char* animName2, const char* animName3, const char* animName4, const char* animName5)
void startSklAnimBlendInterpole(LiveActor* actor, const char* animName0, const char* animName1, const char* animName2, const char* animName3, const char* animName4, const char* animName5, const char* animName6)
void clearSklAnimInterpole(LiveActor* actor)
auto isSklAnimExist(const LiveActor* actor) -> bool
auto isSklAnimEnd(const LiveActor* actor, s32 index) -> bool
auto isSklAnimOneTime(const LiveActor* actor, const char* animName) -> bool
auto isSklAnimOneTime(const LiveActor* actor, s32 index) -> bool
auto isSklAnimPlaying(const LiveActor* actor, s32 index) -> bool
auto getPlayingSklAnimName(const LiveActor* actor, s32 index) -> const char*
auto getSklAnimFrame(const LiveActor* actor, s32 index) -> f32
auto getSklAnimFrameRate(const LiveActor* actor, s32 index) -> f32
auto getSklAnimFrameMax(const LiveActor* actor, s32 index) -> f32
auto getSklAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
void setSklAnimFrame(LiveActor* actor, f32 frame, s32 index)
void setSklAnimFrameRate(LiveActor* actor, f32 frameRate, s32 index)
void setSklAnimFrameAndStop(LiveActor* actor, f32 frame, s32 index)
auto getSklAnimBlendNum(const LiveActor* actor) -> s32
auto getSklAnimBlendWeight(const LiveActor* actor, s32 index) -> f32
void setSklAnimBlendWeight(LiveActor* actor, f32 weight, s32 index)
void setSklAnimBlendWeightDouble(LiveActor* actor, f32 weight)
void setSklAnimBlendWeightDouble(LiveActor* actor, f32 weight0, f32 weight1)
void setSklAnimBlendWeightTriple(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2)
void setSklAnimBlendWeightQuad(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3)
void setSklAnimBlendWeightFivefold(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3, f32 weight4)
void setSklAnimBlendWeightSixfold(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3, f32 weight4, f32 weight5)
void setSklAnimBlendFrameAll(LiveActor* actor, f32 frame, bool isSync)
void setSklAnimBlendFrameRateAll(LiveActor* actor, f32 frameRate, bool isSync)
void startMtpAnim(LiveActor* actor, const char* animName)
void startMtpAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
void setMtpAnimFrameRate(LiveActor* actor, f32 frameRate)
void setMtpAnimFrame(LiveActor* actor, f32 frame)
auto tryStartMtpAnimIfExist(LiveActor* actor, const char* animName) -> bool
auto isMtpAnimExist(const LiveActor* actor, const char* animName) -> bool
auto tryStartMtpAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
auto isMtpAnimPlaying(const LiveActor* actor, const char* animName) -> bool
void clearMtpAnim(LiveActor* actor)
auto isMtpAnimExist(const LiveActor* actor) -> bool
auto isMtpAnimEnd(const LiveActor* actor) -> bool
auto isMtpAnimOneTime(const LiveActor* actor, const char* animName) -> bool
auto isMtpAnimOneTime(const LiveActor* actor) -> bool
auto getPlayingMtpAnimName(const LiveActor* actor) -> const char*
auto isMtpAnimPlaying(const LiveActor* actor) -> bool
auto getMtpAnimFrame(const LiveActor* actor) -> f32
auto getMtpAnimFrameRate(const LiveActor* actor) -> f32
auto getMtpAnimFrameMax(const LiveActor* actor) -> f32
auto getMtpAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
void setMtpAnimFrameAndStop(LiveActor* actor, f32 frame)
void setMtpAnimFrameAndStopEnd(LiveActor* actor)
void startMclAnim(LiveActor* actor, const char* animName)
auto isMclAnimExist(const LiveActor* actor) -> bool
auto isMclAnimExist(const LiveActor* actor, const char* animName) -> bool
auto tryStartMclAnimIfExist(LiveActor* actor, const char* animName) -> bool
auto tryStartMclAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
auto isMclAnimPlaying(const LiveActor* actor, const char* animName) -> bool
void clearMclAnim(LiveActor* actor)
auto isMclAnimEnd(const LiveActor* actor) -> bool
auto isMclAnimOneTime(const LiveActor* actor, const char* animName) -> bool
auto isMclAnimOneTime(const LiveActor* actor) -> bool
auto getPlayingMclAnimName(const LiveActor* actor) -> const char*
auto isMclAnimPlaying(const LiveActor* actor) -> bool
auto getMclAnimFrame(const LiveActor* actor) -> f32
auto getMclAnimFrameRate(const LiveActor* actor) -> f32
auto getMclAnimFrameMax(const LiveActor* actor) -> f32
auto getMclAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
void setMclAnimFrame(LiveActor* actor, f32 frame)
void setMclAnimFrameRate(LiveActor* actor, f32 frameRate)
void startMclAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
void setMclAnimFrameAndStop(LiveActor* actor, f32 frame)
void setMclAnimNormalFrameAndStop(LiveActor* actor, f32 frame)
void setMclAnimFrameAndStopEnd(LiveActor* actor)
void startMtsAnim(LiveActor* actor, const char* animName)
void startMtsAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
void setMtsAnimFrame(LiveActor* actor, f32 frame)
void setMtsAnimFrameRate(LiveActor* actor, f32 frameRate)
auto tryStartMtsAnimIfExist(LiveActor* actor, const char* animName) -> bool
auto isMtsAnimExist(const LiveActor* actor, const char* animName) -> bool
auto tryStartMtsAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
auto isMtsAnimPlaying(const LiveActor* actor, const char* animName) -> bool
void clearMtsAnim(LiveActor* actor)
auto isMtsAnimExist(const LiveActor* actor) -> bool
auto isMtsAnimEnd(const LiveActor* actor) -> bool
auto isMtsAnimOneTime(const LiveActor* actor, const char* animName) -> bool
auto isMtsAnimOneTime(const LiveActor* actor) -> bool
auto getPlayingMtsAnimName(const LiveActor* actor) -> const char*
auto isMtsAnimPlaying(const LiveActor* actor) -> bool
auto getMtsAnimFrame(const LiveActor* actor) -> f32
auto getMtsAnimFrameRate(const LiveActor* actor) -> f32
auto getMtsAnimFrameMax(const LiveActor* actor) -> f32
auto getMtsAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
void setMtsAnimFrameAndStop(LiveActor* actor, f32 frame)
void setMtsAnimFrameAndStopEnd(LiveActor* actor)
void createMatAnimSlotForMcl(LiveActor* actor)
void createMatAnimSlotForMtp(LiveActor* actor)
void createMatAnimSlotForMts(LiveActor* actor)
void startMatAnim(LiveActor* actor, const char* animName)
void startMatAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
void setMatAnimFrame(LiveActor* actor, f32 frame)
void setMatAnimFrameRate(LiveActor* actor, f32 frameRate)
auto tryStartMatAnimIfExist(LiveActor* actor, const char* animName) -> bool
auto isMatAnimExist(const LiveActor* actor, const char* animName) -> bool
auto tryStartMatAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
auto isMatAnimPlaying(const LiveActor* actor, const char* animName) -> bool
void clearMatAnim(LiveActor* actor)
auto isMatAnimExist(const LiveActor* actor) -> bool
auto isMatAnimEnd(const LiveActor* actor) -> bool
auto isMatAnimOneTime(const LiveActor* actor, const char* animName) -> bool
auto isMatAnimOneTime(const LiveActor* actor) -> bool
auto getPlayingMatAnimName(const LiveActor* actor) -> const char*
auto isMatAnimPlaying(const LiveActor* actor) -> bool
auto getMatAnimFrame(const LiveActor* actor) -> f32
auto getMatAnimFrameRate(const LiveActor* actor) -> f32
auto getMatAnimFrameMax(const LiveActor* actor) -> f32
auto getMatAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
void setMatAnimFrameAndStop(LiveActor* actor, f32 frame)
void setMatAnimFrameAndStopEnd(LiveActor* actor)
void startVisAnim(LiveActor* actor, const char* animName)
auto tryStartVisAnimIfExist(LiveActor* actor, const char* animName) -> bool
auto isVisAnimExist(const LiveActor* actor, const char* animName) -> bool
auto tryStartVisAnimIfNotPlaying(LiveActor* actor, const char* animName) -> bool
auto isVisAnimPlaying(const LiveActor* actor, const char* animName) -> bool
void clearVisAnim(LiveActor* actor)
auto isVisAnimExist(const LiveActor* actor) -> bool
auto isVisAnimEnd(const LiveActor* actor) -> bool
auto isVisAnimOneTime(const LiveActor* actor, const char* animName) -> bool
auto isVisAnimOneTime(const LiveActor* actor) -> bool
auto getPlayingVisAnimName(const LiveActor* actor) -> const char*
auto isVisAnimPlaying(const LiveActor* actor) -> bool
auto getVisAnimFrame(const LiveActor* actor) -> f32
auto getVisAnimFrameRate(const LiveActor* actor) -> f32
auto getVisAnimFrameMax(const LiveActor* actor) -> f32
auto getVisAnimFrameMax(const LiveActor* actor, const char* animName) -> f32
void setVisAnimFrame(LiveActor* actor, f32 frame)
void setVisAnimFrameRate(LiveActor* actor, f32 frameRate)
void setVisAnimFrameAndStop(LiveActor* actor, f32 frame)
void setVisAnimFrameAndStopEnd(LiveActor* actor)
void startVisAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)
void startVisAnimForAction(LiveActor* actor, const char* animName)
auto tryStartVisAnimIfExistForAction(LiveActor* actor, const char* animName) -> bool
auto tryStartVisAnimIfNotPlayingForAction(LiveActor* actor, const char* animName) -> bool
auto isVisAnimPlayingForAction(const LiveActor* actor, const char* animName) -> bool
void clearVisAnimForAction(LiveActor* actor)
auto isVisAnimEndForAction(const LiveActor* actor) -> bool
auto isVisAnimOneTimeForAction(const LiveActor* actor, const char* animName) -> bool
auto isVisAnimOneTimeForAction(const LiveActor* actor) -> bool
auto getPlayingVisAnimNameForAction(const LiveActor* actor) -> const char*
auto isVisAnimPlayingForAction(const LiveActor* actor) -> bool
auto getVisAnimFrameForAction(const LiveActor* actor) -> f32
auto getVisAnimFrameRateForAction(const LiveActor* actor) -> f32
auto getVisAnimFrameMaxForAction(const LiveActor* actor) -> f32
void setVisAnimFrameForAction(LiveActor* actor, f32 frame)
void setVisAnimFrameRateForAction(LiveActor* actor, f32 frameRate)
void setVisAnimFrameAndStopForAction(LiveActor* actor, f32 frame)
void setVisAnimFrameAndStopEndForAction(LiveActor* actor)
void startVisAnimAndSetFrameAndStopForAction(LiveActor* actor, const char* animName, f32 frame)
void setAllAnimFrame(LiveActor* actor, f32 frame)
void setAllAnimFrameRate(LiveActor* actor, f32 frameRate)
void startPartialSklAnim(LiveActor* actor, const char* animName, s32 partCount, s32 value, const SklAnimRetargettingInfo* info)
void startPartialSklAnimWithInterpolate(LiveActor* actor, const char* animName, s32 partCount, s32 value, s32 interpol, const SklAnimRetargettingInfo* info)
void clearPartialSklAnim(LiveActor* actor, s32 index)
void clearPartialSklAnimWithInterpolate(LiveActor* actor, s32 partIndex, s32 interpol)
auto isPartialSklAnimEnd(const LiveActor* actor, s32 index) -> bool
auto isPartialSklAnimOneTime(const LiveActor* actor, s32 index) -> bool
auto isPartialSklAnimAttached(const LiveActor* actor, s32 index) -> bool
auto isPartialSklAnimPlaying(const LiveActor* actor, const char* partsName, s32 index) -> bool
auto getPlayingPartialSklAnimName(const LiveActor* actor, s32 index) -> const char*
auto getPartialSklAnimFrame(const LiveActor* actor, s32 index) -> f32
void setPartialSklAnimFrame(LiveActor* actor, s32 index, f32 frame)
auto getPartialSklAnimFrameRate(const LiveActor* actor, s32 index) -> f32
void setPartialSklAnimFrameRate(LiveActor* actor, s32 index, f32 frameRate)
void setBaseMtxAndCalcAnim(LiveActor* actor, const sead::Matrix34f& matrix, const sead::Vector3f& vector)
auto getSkl(const LiveActor* actor) -> AnimPlayerSkl*
auto getMtp(const LiveActor* actor) -> AnimPlayerMat*
auto getMcl(const LiveActor* actor) -> AnimPlayerMat*
auto getMts(const LiveActor* actor) -> AnimPlayerMat*
auto getMat(const LiveActor* actor) -> AnimPlayerMat*
auto getVis(const LiveActor* actor) -> AnimPlayerVis*
auto getVisForAction(const LiveActor* actor) -> AnimPlayerVis*
void updateModelDraw(const LiveActor* actor)
void updateActorSystem(LiveActor* actor)
void setSklBlendWeight(const LiveActor* actor, u32 index, f32 weight)
void createMat(const LiveActor* actor, s32 programType)
void setAllAnimFrameRate(LiveActor* f32)
void validateSklAnimRetargetting(const LiveActor*)
void invalidateSklAnimRetargetting(const LiveActor*)
void copySklAnim(LiveActor*, const LiveActor*)
void setSklAnimBlendWeightSixfold(LiveActor*, f32, f32, f32, f32, f32)
auto isExistSklAnimRetargetting(const LiveActor*) -> bool
auto isSklAnimRetargettingValid(const LiveActor*) -> bool
void startMatAnim(LiveActor, const char*)
void startMatAnimAndSetFrameAndStop(LiveActor, const char*, f32)
auto getVisAnimFrameMaxForAction(const LiveActor*, const char*) -> f32
auto isVisAnimExistForAction(const LiveActor*, const char*) -> bool
auto isVisAnimExistForAction(const LiveActor*) -> bool
void initAndBindSklAnimRetargetting(LiveActor*, const char*, const sead::Vector3f&)
auto createSklAnimRetargetting(const LiveActor*, const char*, const sead::Vector3f&) -> SklAnimRetargettingInfo*
void bindSklAnimRetargetting(const LiveActor*, const SklAnimRetargettingInfo*)
auto createSklAnimRetargetting(const LiveActor*, const LiveActor*, const sead::Vector3f&) -> SklAnimRetargettingInfo*
void unbindSklAnimRetargetting(const LiveActor*)
void initPartialSklAnim(LiveActor*, s32, s32, s32)
void addPartialSklAnimPartsList(LiveActor*, const char*, const char*, s32)
void addPartialSklAnimPartsListRecursive(LiveActor*, const char*, s32)
auto getPartialSklAnimSlotNum(LiveActor*) -> s32
auto calcJoitsAmountFromJoint(LiveActor*, const char*) -> s32
auto isPartialAnimPlaying(const LiveActor*, s32) -> bool
auto tryFindAreaObjPlayerOne(const PlayerHolder* holder, const char* name) -> AreaObj*
auto tryFindAreaObjPlayerAll(const PlayerHolder* holder, const char* name) -> AreaObj*
auto createAreaObj(const ActorInitInfo& actorInitInfo, const char* name) -> AreaObj*
void initAreaInitInfo(AreaInitInfo* areaInitInfo, const ActorInitInfo& actorInitInfo)
auto createLinkArea(const ActorInitInfo& initInfo, const char* name, const char* areaName) -> AreaObj*
void initAreaInitInfo(AreaInitInfo* areaInitInfo, const PlacementInfo& placementInfo, const ActorInitInfo& actorInitInfo)
auto tryCreateLinkArea(const ActorInitInfo& initInfo, const char* name, const char* areaName) -> AreaObj*
__attribute__((always_inline)) AreaObjGroup *createLinkAreaGroup(const ActorInitInfo &initInfo
if() return nullptr
auto createBuffer(linkChildNum) -> areaGroup
for()
auto createLinkAreaGroup(LiveActor* actor, const ActorInitInfo& initInfo, const char* name, const char* groupName, const char* areaName) -> AreaObjGroup*
auto tryFindAreaObj(const LiveActor* actor, const char* name) -> AreaObj*
auto isInAreaObj(const LiveActor* actor, const char* name) -> bool
auto isInDeathArea(const LiveActor* actor) -> bool
auto isInWaterArea(const LiveActor* actor) -> bool
auto isInPlayerControlOffArea(const LiveActor* actor) -> bool
auto calcWaterSinkDepth(const LiveActor* actor) -> f32
void registerAreaHostMtx(const IUseAreaObj* areaObj, const sead::Matrix34f* mtx, const ActorInitInfo& initInfo)
void registerAreaHostMtx(const IUseAreaObj* areaObj, const sead::Matrix34f* mtx, const ActorInitInfo& initInfo, const ValidatorBase& validator)
void registerAreaHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo)
void registerAreaHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo, const ValidatorBase& validator)
void registerAreaSyncHostMtx(const IUseAreaObj* areaObj, const sead::Matrix34f* mtx, const ActorInitInfo& initInfo)
void registerAreaSyncHostMtx(const IUseAreaObj* areaObj, const sead::Matrix34f* mtx, const ActorInitInfo& initInfo, const ValidatorBase& validator)
void registerAreaSyncHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo)
void registerAreaSyncHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo, const ValidatorBase& validator)
auto tryReviseVelocityInsideAreaObj(sead::Vector3f* nearestEdgePos, LiveActor* actor, AreaObjGroup* areaGroup, const AreaObj* areaObj) -> bool
auto tryCreateSwitchKeepOnAreaGroup(LiveActor* actor, const ActorInitInfo& initInfo) -> SwitchKeepOnAreaGroup*
auto tryCreateSwitchOnAreaGroup(LiveActor* actor, const ActorInitInfo& initInfo) -> SwitchOnAreaGroup*
auto tryGetAreaObjPlayerAll(const LiveActor* actor, const AreaObjGroup* areaGroup) -> AreaObj*
auto isInAreaObjPlayerAll(const LiveActor* actor, const AreaObj* areaObj) -> bool
auto isInAreaObjPlayerAll(const LiveActor* actor, const AreaObjGroup* areaGroup) -> bool
auto isInAreaObjPlayerAnyOne(const LiveActor* actor, const AreaObj* areaObj) -> bool
auto isInAreaObjPlayerAnyOne(const LiveActor* actor, const AreaObjGroup* areaGroup) -> bool
auto createLinkAreaGroup(const ActorInitInfo& initInfo, const char* name, const char* groupName, const char* areaName) -> AreaObjGroup*
auto isInAreaObjPlayerOne(const PlayerHolder* holder, const char* name) -> bool
auto isInAreaObjPlayerAll(const PlayerHolder* holder, const char* name) -> bool
auto isInAreaObjPlayerOneIgnoreAreaTarget(const PlayerHolder* holder, const char* name) -> bool
auto isClipped(const LiveActor* actor) -> bool
auto isInvalidClipping(const LiveActor* actor) -> bool
void initActorClipping(LiveActor* actor, const ActorInitInfo& initInfo)
void initGroupClipping(LiveActor* actor, const ActorInitInfo& initInfo)
auto getClippingRadius(const LiveActor* actor) -> f32
void setClippingInfo(LiveActor* actor, f32, const sead::Vector3f*)
void setClippingObb(LiveActor* actor, const sead::BoundBox3f& boundingBox)
auto getClippingObb(LiveActor* actor) -> const sead::BoundBox3f&
auto getClippingCenterPos(const LiveActor* actor) -> const sead::Vector3f&
void setClippingNearDistance(LiveActor* actor, f32 near)
void expandClippingRadiusByShadowLength(LiveActor* actor, sead::Vector3f*, f32 radius)
auto tryExpandClippingToGround(LiveActor* actor, sead::Vector3f*, f32) -> bool
auto tryExpandClippingByShadowMaskLength(LiveActor* actor, sead::Vector3f*) -> bool
auto tryExpandClippingByDepthShadowLength(LiveActor* actor, sead::Vector3f*) -> bool
auto tryExpandClippingByExpandObject(LiveActor*, const ActorInitInfo& initInfo) -> bool
void invalidateClipping(LiveActor* actor)
void validateClipping(LiveActor* actor)
void onDrawClipping(LiveActor* actor)
void offDrawClipping(LiveActor* actor)
void onGroupClipping(LiveActor* actor)
void offGroupClipping(LiveActor* actor)
auto isInClippingFrustum(const LiveActor* actor, const sead::Vector3f&, f32, f32, s32) -> bool
auto isInClippingFrustum(const ClippingDirector* director, const sead::Vector3f&, f32, f32, s32) -> bool
auto isInClippingFrustumAllView(const LiveActor* actor, const sead::Vector3f& pos, f32, f32) -> bool
auto getActorCollider(const LiveActor*) -> Collider*
auto isExistActorCollider(const LiveActor*) -> bool
void getActorCollisionPartsSensor(const LiveActor*)
auto isExistCollisionParts(const LiveActor*) -> bool
auto isEqualCollisionParts(const LiveActor*, const CollisionParts*) -> bool
void validateCollisionParts(LiveActor*)
void invalidateCollisionParts(LiveActor*)
void validateCollisionPartsBySystem(LiveActor*)
void invalidateCollisionPartsBySystem(LiveActor*)
void isValidCollisionParts(const LiveActor*)
void setCollisionPartsSpecialPurposeName(LiveActor*, const char*)
void resetAllCollisionMtx(LiveActor*)
void syncCollisionMtx(LiveActor*, const sead::Matrix34f*)
void syncCollisionMtx(LiveActor*, CollisionParts*, const sead::Matrix34f*)
void setSyncCollisionMtxPtr(LiveActor*, const sead::Matrix34f*)
auto isOnGround(const LiveActor*, u32) -> bool
auto isOnGroundFace(const LiveActor*) -> bool
auto isCollidedGroundEdgeOrCorner(const LiveActor*) -> bool
auto isOnGroundNoVelocity(const LiveActor*, u32) -> bool
auto isOnGroundDegree(const LiveActor*, f32, u32) -> bool
auto isOnGroundFaceDegree(const LiveActor*, f32) -> bool
auto isOnGroundNoVelocityDegree(const LiveActor*, f32, u32) -> bool
auto getOnGroundNormal(const LiveActor*, u32) -> const sead::Vector3f&
void setColliderRadius(LiveActor*, f32)
void setColliderOffsetY(LiveActor*, f32)
auto getColliderRadius(const LiveActor*) -> f32
auto getColliderOffsetY(const LiveActor*) -> f32
void getColliderFixReaction(const LiveActor*)
void calcColliderPos(sead::Vector3f*, const LiveActor*)
void validateColliderRobustCheck(LiveActor*)
void invalidateColliderRobustCheck(LiveActor*)
void setColliderReactMovePower(LiveActor*, bool)
void calcColliderFloorRotatePower(sead::Quatf*, LiveActor*)
void calcJumpInertia(sead::Vector3f*, LiveActor*, const sead::Vector3f&, f32)
auto isCollidedGround(const LiveActor*) -> bool
void calcJumpInertiaWall(sead::Vector3f*, LiveActor*, f32)
auto isCollidedWall(const LiveActor*) -> bool
void scaleVelocityInertiaWallHit(LiveActor*, f32, f32, f32)
auto getCollidedWallNormal(const LiveActor*) -> const sead::Vector3f&
void calcCollidedNormalSum(const LiveActor*, sead::Vector3f*)
void calcGroundNormalOrUpDir(sead::Vector3f*, const LiveActor*)
auto getCollidedGroundNormal(const LiveActor*) -> const sead::Vector3f&
void calcGroundNormalOrGravityDir(sead::Vector3f*, const LiveActor*)
void setColliderFilterTriangle(LiveActor*, const TriangleFilterBase*)
void setColliderFilterCollisionParts(LiveActor*, const CollisionPartsFilterBase*)
void createAndSetColliderFilterExistActor(LiveActor*)
void createAndSetColliderFilterExistActor(LiveActor*, LiveActor*)
void createAndSetColliderFilterSubActor(LiveActor*)
void createAndSetColliderSpecialPurpose(LiveActor*, const char*)
void createAndSetColliderSpecialPurposeForCollisionActor(LiveActor*, const char*)
void createAndSetColliderIgnoreOptionalPurpose(LiveActor*, const char*)
void createAndSetColliderSpecialAndIgnoreOptionalPurpose(LiveActor*, const char*, const char*)
void createActorCollisionController(LiveActor*)
void setColliderRadius(ActorCollisionController*, f32)
void setColliderRadiusScale(ActorCollisionController*, f32)
void setColliderOffsetY(ActorCollisionController*, f32)
void resetActorCollisionController(ActorCollisionController*, s32)
void updateActorCollisionController(ActorCollisionController*)
auto getCollidedFloorMaterialCodeName(const LiveActor*) -> const char*
auto getCollidedFloorMaterialCodeName(const Collider*) -> const char*
auto getCollidedWallMaterialCodeName(const LiveActor*) -> const char*
auto getCollidedCeilingMaterialCodeName(const LiveActor*) -> const char*
auto isCollidedFloorCode(const LiveActor*, const char*) -> bool
auto isCollidedCollisionCode(const LiveActor*, const char*, const char*) -> bool
auto isCollidedWallCode(const LiveActor*, const char*) -> bool
auto isCollidedCameraCode(const LiveActor*, const char*) -> bool
auto isCollidedMaterialCode(const LiveActor*, const char*) -> bool
auto isCollidedGroundFloorCode(const LiveActor*, const char*) -> bool
auto isCollidedGroundCollisionCode(const LiveActor*, const char*, const char*) -> bool
auto isCollided(const LiveActor*) -> bool
auto isCollidedCeiling(const LiveActor*) -> bool
auto isCollidedWallFace(const LiveActor*) -> bool
auto isCollidedVelocity(const LiveActor*) -> bool
auto isCollidedWallVelocity(const LiveActor*) -> bool
auto isCollidedCeilingVelocity(const LiveActor*) -> bool
auto getCollidedCeilingNormal(const LiveActor*) -> const sead::Vector3f&
auto getCollidedGroundPos(const LiveActor*) -> const sead::Vector3f&
auto getCollidedWallPos(const LiveActor*) -> const sead::Vector3f&
auto getCollidedCeilingPos(const LiveActor*) -> const sead::Vector3f&
void calcSpeedCollideWall(const LiveActor*)
void calcSpeedCollideGround(const LiveActor*)
void calcSpeedCollideCeiling(const LiveActor*)
void getCollidedGroundCollisionParts(const LiveActor*)
auto tryGetCollidedGroundCollisionParts(const LiveActor*) -> bool
void getCollidedWallCollisionParts(const LiveActor*)
auto tryGetCollidedWallCollisionParts(const LiveActor*) -> bool
void getCollidedCeilingCollisionParts(const LiveActor*)
auto tryGetCollidedCeilingCollisionParts(const LiveActor*) -> bool
void getCollidedGroundSensor(const LiveActor*)
auto tryGetCollidedGroundSensor(const LiveActor*) -> HitSensor*
auto getCollidedWallSensor(const LiveActor*) -> HitSensor*
auto tryGetCollidedWallSensor(const LiveActor*) -> HitSensor*
auto getCollidedCeilingSensor(const LiveActor*) -> HitSensor*
auto tryGetCollidedCeilingSensor(const LiveActor*) -> HitSensor*
auto tryGetCollidedSensor(const LiveActor*) -> HitSensor*
auto tryGetCollidedPos(sead::Vector3f*, const LiveActor*) -> bool
void setForceCollisionScaleOne(const LiveActor*)
void followRotateFrontAxisUpGround(LiveActor*)
void followRotateFrontAxisUp(LiveActor*, const CollisionParts*)
auto isAlive(const LiveActor* actor) -> bool
auto isDead(const LiveActor* actor) -> bool
auto isNoCollide(const LiveActor* actor) -> bool
void onCalcAnim(LiveActor* actor)
void offCalcAnim(LiveActor* actor)
void validateShadow(LiveActor* actor)
void invalidateShadow(LiveActor* actor)
void onCollide(LiveActor* actor)
void offCollide(LiveActor* actor)
void validateMaterialCode(LiveActor* actor)
void invalidateMaterialCode(LiveActor* actor)
void validatePuddleMaterial(LiveActor* actor)
void invalidatePuddleMaterial(LiveActor* actor)
auto isAreaTarget(const LiveActor* actor) -> bool
void onAreaTarget(LiveActor* actor)
void offAreaTarget(LiveActor* actor)
auto isUpdateMovementEffectAudioCollisionSensor(const LiveActor* actor) -> bool
void onUpdateMovementEffectAudioCollisionSensor(LiveActor* actor)
void offUpdateMovementEffectAudioCollisionSensor(LiveActor* actor)
void initActorSceneInfo(LiveActor* actor, const ActorInitInfo& info)
void initExecutorUpdate(LiveActor* actor, const ActorInitInfo& info, const char*)
void initExecutorDraw(LiveActor* actor, const ActorInitInfo& info, const char*)
void initExecutorPlayer(LiveActor* actor, const ActorInitInfo& info)
void initExecutorPlayerPreMovement(LiveActor* actor, const ActorInitInfo& info)
void initExecutorPlayerMovement(LiveActor* actor, const ActorInitInfo& info)
void initExecutorPlayerModel(LiveActor* actor, const ActorInitInfo& info)
void initExecutorPlayerDecoration(LiveActor* actor, const ActorInitInfo& info)
void initExecutorEnemy(LiveActor* actor, const ActorInitInfo& info)
void initExecutorEnemyMovement(LiveActor* actor, const ActorInitInfo& info)
void initExecutorEnemyDecoration(LiveActor* actor, const ActorInitInfo& info)
void initExecutorEnemyDecorationMovement(LiveActor* actor, const ActorInitInfo& info)
void initExecutorMapObj(LiveActor* actor, const ActorInitInfo& info)
void initExecutorMapObjMovement(LiveActor* actor, const ActorInitInfo& info)
void initExecutorMapObjDecoration(LiveActor* actor, const ActorInitInfo& info)
void initExecutorNpcDecoration(LiveActor* actor, const ActorInitInfo& info)
void initExecutorShadowVolume(LiveActor* actor, const ActorInitInfo& info)
void initExecutorShadowVolumeFillStencil(LiveActor* actor, const ActorInitInfo& info)
void initExecutorCollisionMapObjDecorationMovement(LiveActor* actor, const ActorInitInfo& info)
void initExecutorWatchObj(LiveActor* actor, const ActorInitInfo& info)
void initExecutorDebugMovement(LiveActor* actor, const ActorInitInfo& info)
void initExecutorModelUpdate(LiveActor* actor, const ActorInitInfo& info)
void initExecutorDrcAssistMovement(LiveActor* actor, const ActorInitInfo& info)
void initActorPoseTRSV(LiveActor* actor)
void initActorPoseTRMSV(LiveActor* actor)
void initActorPoseTRGMSV(LiveActor* actor)
void initActorPoseTFSV(LiveActor* actor)
void initActorPoseTFUSV(LiveActor* actor)
void initActorPoseTFGSV(LiveActor* actor)
void initActorPoseTQSV(LiveActor* actor)
void initActorPoseTQGSV(LiveActor* actor)
void initActorPoseTQGMSV(LiveActor* actor)
void initActorSRT(LiveActor* actor, const ActorInitInfo& info)
void initActorModelKeeper(LiveActor*, const ActorInitInfo&, const ActorResource*, s32)
void initActorModelKeeper(LiveActor*, const ActorInitInfo&, const char*, s32, const char*)
void initActorModelKeeperByHost(LiveActor*, const LiveActor*)
void initActorModelForceCubeMap(LiveActor*, const ActorInitInfo&)
void initActorActionKeeper(LiveActor*, const ActorInitInfo&, const char*, const char*)
void initActorActionKeeper(LiveActor*, const ActorResource*, const char*, const char*)
void initActorEffectKeeper(LiveActor*, const ActorInitInfo&, const char*)
void initActorSeKeeper(LiveActor*, const ActorInitInfo&, const char*, const sead::Vector3f*, const sead::Matrix34f*)
void initActorSeKeeper(LiveActor*, const ActorInitInfo&, const char*)
void initActorSeKeeperWithout3D(LiveActor*, const ActorInitInfo&, const char*)
void initActorBgmKeeper(LiveActor*, const ActorInitInfo&, const char*)
auto isInitializedBgmKeeper(LiveActor*) -> bool
void initHitReactionKeeper(LiveActor*, const char*)
void initHitReactionKeeper(LiveActor*, const Resource*, const char*)
void initActorParamHolder(LiveActor*, const char*)
void initActorParamHolder(LiveActor*, const Resource*, const char*)
void initDepthShadowMapCtrl(LiveActor*, const Resource*, const ActorInitInfo&, const char*)
void initDepthShadowMapCtrlWithoutIter(LiveActor*, s32, bool)
void addDepthShadowMapInfo(const LiveActor*, const char*, s32, s32, s32, f32, bool, const sead::Vector3f&, bool, const sead::Vector3f&, const sead::Vector3f&, bool, const char*, s32, bool, f32, f32, f32, bool, bool, f32, s32, bool)
void declareUseDepthShadowMap(const LiveActor*, s32)
void createDepthShadowMap(const LiveActor*, const char*, s32, s32, s32)
void initShadowMaskCtrl(LiveActor*, const ActorInitInfo&, const ByamlIter&, const char*)
void initShadowMaskCtrlWithoutInitFile(LiveActor*, const ActorInitInfo&, s32)
void createShadowMaskSphere(LiveActor*, const char*, const char*, const char*)
void createShadowMaskCube(LiveActor*, const char*, const char*, const char*, const sead::Color4f&, const sead::Vector3f&, f32, f32, f32, const sead::Vector3f&, f32)
void createShadowMaskCylinder(LiveActor*, const char*, const char*, const char*, const sead::Color4f&, const sead::Vector3f&, f32, f32, f32, f32, f32)
void createShadowMaskCastOvalCylinder(LiveActor*, const char*, const char*, const char*, const sead::Color4f&, const sead::Vector3f&, const sead::Vector3f&, f32, f32, f32, f32)
void initActorCollision(LiveActor*, const sead::SafeString&, HitSensor*, const sead::Matrix34f*)
void initActorCollisionWithResource(LiveActor*, const Resource*, const sead::SafeString&, HitSensor*, const sead::Matrix34f*, const char*)
void initActorCollisionWithArchiveName(LiveActor*, const sead::SafeString&, const sead::SafeString&, HitSensor*, const sead::Matrix34f*)
void initActorCollisionWithFilePtr(LiveActor*, void*, const void*, HitSensor*, const sead::Matrix34f*, const char*, const char*, s32)
void initStageSwitch(LiveActor*, const ActorInitInfo&)
void initActorItemKeeper(LiveActor*, const ActorInitInfo&, const ByamlIter&)
auto initActorPrePassLightKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*) -> bool
void initActorOcclusionKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*)
void initSubActorKeeper(LiveActor*, const ActorInitInfo&, const char*, s32)
void initSubActorKeeperNoFile(LiveActor*, const ActorInitInfo&, s32)
void registerSubActor(LiveActor*, LiveActor*)
void registerSubActorSyncClipping(LiveActor*, LiveActor*)
void registerSubActorSyncClippingAndHide(LiveActor*, LiveActor*)
void registerSubActorSyncAll(LiveActor*, LiveActor*)
void setSubActorOffSyncClipping(LiveActor*)
void initScreenPointKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*)
void initScreenPointKeeperNoYaml(LiveActor*, s32)
void initActorMaterialCategory(LiveActor*, const ActorInitInfo&, const char*)
void initActor(LiveActor* actor, const ActorInitInfo& initInfo)
if(poseId ! = -1)
if(!tryGetActorInitFileIter&,, "", suffix) return
if(!initPose.tryGetStringByKey&, "" Pose) return
if(! initActorPoseKeeperpose, actor) return
if(isEqualString(pose, "TFUSV") && tryGetByamlKeyBoolOrFalse(initPose, "IsFrontUp"))
if(!tryGetByamlScale&,, "" Scale) return
setScale(actor, scale)
if(isExistModel(actor))
auto init(initLod) -> modelLodCtrl
initActorModelKeeper(actor, initInfo, actorResource, blendAnimMax)
if(displayRootJointName ! = nullptr)
if(isCreateUniqShader)
if(partialAnimGroupNum>= 1) initPartialSklAnim(actor
if(isFixedModel)
if(isIgnoreUpdateOnDrawClipping) setIgnoreUpdateDrawClipping(actor
auto setModelLodCtrl(modelLodCtrl) -> modelKeeper
if(modelLodCtrl)
auto getModelCtrl() -> modelKeeper
if(isCalcViewCore1)
if(isCalcViewCore2)
if(initExecutor.tryGetIterByKey&, ""Updater && iter. isTypeArray())
if(initExecutor.tryGetIterByKey&, "" Drawer)
if(numSensors<= 0) return
auto initHitSensor(numSensors) -> actor
if(name = =nullptr) name
if(initCollision.tryGetStringByKey&, "" Sensor) sensor
if(joint ! = nullptr) jointMtx
initActorCollisionWithResource(actor, modelRes, name, sensor, jointMtx, suffix)
auto initCollider(radius, offset. y, planeNum) -> actor
if(!initEffect.tryGetStringByKey&, "" Name) return
initActorEffectKeeper(actor, initInfo, name)
if(tryGetActorInitFileIter&,, "", suffix)
if(seName ! = nullptr) initActorSeKeeper(actor
if(initSound. isExistKey"BgmUserName") initActorBgmKeeper(actor
if(!initClipping.tryGetIterByKey&, "" GroupClipping) return
initGroupClipping(actor, initInfo)
initActorClipping(actor, initInfo)
if(invalidate)
if(initClipping.tryGetFloatByKey&, "" Radius)
auto if(actor-> getModelKeeper()) -> else
if(tryGetByamlBox3f&,, "" Obb) setClippingObb(actor
initActorGroupClipping(actor, initInfo, initClipping)
initDepthShadowMapCtrl(actor, modelRes, initInfo, suffix)
initShadowMaskCtrl(actor, initInfo, initShadowMask, "InitShadowMask")
if(usingDepthShadow)
if(initFlag.tryGetIterByKey&, "" MaterialCode)
initActorItemKeeper(actor, initInfo, initItem)
auto initScoreKeeper() -> actor
auto getActorScoreKeeper() -> actor
initActorActionKeeper(actor, actorResource, archiveName, suffix)
if(!actor-> getModelKeeper()) return
if(! tryStartActionactor, archiveName)
if(! modelKeeper) return
if(ditherAnimator)
void initActorImpl(LiveActor* actor, const ActorInitInfo& initInfo, const sead::SafeString& folderName, const sead::SafeString& fileName, const char* suffix)
void initActorSuffix(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)
void initActorChangeModel(LiveActor* actor, const ActorInitInfo& initInfo)
auto getModelName(const ActorInitInfo& initInfo) -> const char*
void initActorChangeModelSuffix(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)
void initActorWithArchiveName(LiveActor* actor, const ActorInitInfo& initInfo, const sead::SafeString& archiveName, const char* suffix)
void initChildActorWithArchiveNameWithPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo, const sead::SafeString& archiveName, const char* suffix)
void initChildActorWithArchiveNameNoPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo, const sead::SafeString& archiveName, const char* suffix)
auto createChildLinkSimpleActor(const char* actorName, const char* linkName, const ActorInitInfo& initInfo, bool alive) -> LiveActor*
auto createChildLinkMapPartsActor(const char* actorName, const char* linkName, const ActorInitInfo& initInfo, s32 linkIndex, bool alive) -> LiveActor*
void initMapPartsActor(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)
void initLinksActor(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix, s32 linkIndex)
auto createLinksPlayerActorInfo(LiveActor* actor, const ActorInitInfo& initInfo) -> ActorInitInfo*
auto getLinksActorClassName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex) -> const char*
auto getLinksActorDisplayName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex) -> const char*
auto getLinksActorObjectName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex) -> const char*
void initCreateActorWithPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo)
void initCreateActorWithPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo, const PlacementInfo& placementInfo)
void initCreateActorNoPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo)
void initCreateActorNoPlacementInfoNoViewId(LiveActor* actor, const ActorInitInfo& initInfo)
if(creationFunction = =nullptr) return nullptr
auto init(childInitInfo) -> actor
auto createPlacementActorFromFactory(const ActorInitInfo& initInfo, const PlacementInfo* placementInfo) -> LiveActor*
auto createLinksActorFromFactory(const ActorInitInfo& initInfo, const char* linkName, s32 linkNum) -> LiveActor*
auto createLinksActorGroupFromFactory(const ActorInitInfo& initInfo, const char* linkName, const char* groupName) -> LiveActorGroup*
auto tryCreateLinksActorGroupFromFactory(const ActorInitInfo& initInfo, const char* linkName, const char* groupName) -> LiveActorGroup*
auto tryCreateLinksActorFromFactorySingle(const ActorInitInfo& initInfo, const char* linkName) -> LiveActor*
void createAndRegisterLinksActorFromFactory(LiveActorGroup* group, const ActorInitInfo& initInfo, const char* linkName)
void makeMapPartsModelName(sead::BufferedSafeString* modelName, sead::BufferedSafeString* path, const PlacementInfo& placementInfo)
void makeMapPartsModelName(sead::BufferedSafeString* modelName, sead::BufferedSafeString* path, const ActorInitInfo& initInfo)
auto tryGetMapPartsSuffix(const ActorInitInfo& initInfo, const char* suffix) -> const char*
void initMapPartsActorWithArchiveName(LiveActor* actor, const ActorInitInfo& initInfo, const char* fileName, const char* suffix)
void initNerve(LiveActor* actor, const Nerve* nerve, s32 maxStates)
void initNerveAction(LiveActor* actor, const char* actionName, alNerveFunction::NerveActionCollector* collector, s32 maxStates)
auto trySyncStageSwitchAppear(LiveActor* actor) -> bool
auto trySyncStageSwitchKill(LiveActor* actor) -> bool
auto trySyncStageSwitchAppearAndKill(LiveActor* actor) -> bool
auto tryListenStageSwitchAppear(LiveActor* actor) -> bool
auto tryListenStageSwitchKill(LiveActor* actor) -> bool
void syncSensorScaleY(LiveActor* actor)
void syncSensorAndColliderScaleY(LiveActor* actor)
void setMaterialCode(LiveActor* actor, const char* materialCode)
void initMaterialCode(LiveActor* actor, const ActorInitInfo& initInfo)
auto tryAddDisplayRotate(LiveActor* actor, const ActorInitInfo& initInfo) -> bool
auto tryAddDisplayOffset(LiveActor* actor, const ActorInitInfo& initInfo) -> bool
auto tryAddDisplayScale(LiveActor* actor, const ActorInitInfo& initInfo) -> bool
auto getPlacementInfo(const ActorInitInfo& initInfo) -> const PlacementInfo&
auto getLayoutInitInfo(const ActorInitInfo& initInfo) -> const LayoutInitInfo&
auto getAudioDirector(const ActorInitInfo& initInfo) -> AudioDirector*
auto getCollisionDirectorFromInfo(const ActorInitInfo& initInfo) -> CollisionDirector*
auto getSceneCameraInfoFromInfo(const ActorInitInfo& initInfo) -> const SceneCameraInfo*
auto getGraphicsSystemInfo(const ActorInitInfo& initInfo) -> GraphicsSystemInfo*
auto getDrawContext(const ActorInitInfo& initInfo) -> agl::DrawContext*
void getActorRecourseDataF32(f32* val, LiveActor* actor, const char* fileName, const char* entryName)
void getActorRecourseDataString(const char** val, LiveActor* actor, const char* fileName, const char* entryName)
void getActorRecourseDataV3f(sead::Vector3f* val, LiveActor* actor, const char* fileName, const char* entryName)
void getActorRecourseDataBox3f(sead::BoundBox3f* box, LiveActor* actor, const char* fileName, const char* entryName)
auto createPartsEffectGroup(LiveActor* actor, const ActorInitInfo& initInfo, s32 maxEffects) -> PartsEffectGroup*
void updateMaterialCodeGround(LiveActor* actor, const char*)
void updateMaterialCodeAll(LiveActor* actor)
void updateMaterialCodeArea(LiveActor* actor)
void updateMaterialCodeWet(LiveActor* actor, bool)
void updateMaterialCodeWater(LiveActor* actor)
void updateMaterialCodeWater(LiveActor* actor, bool)
void updateMaterialCodePuddle(LiveActor* actor)
void updateMaterialCodePuddle(LiveActor* actor, bool)
void resetMaterialCode(LiveActor* actor)
void showModel(LiveActor* actor)
void showModelIfHide(LiveActor* actor)
auto isHideModel(const LiveActor* actor) -> bool
void hideModel(LiveActor* actor)
void hideModelIfShow(LiveActor* actor)
auto isExistModel(const LiveActor* actor) -> bool
void switchShowHideModelIfNearCamera(LiveActor* actor, f32)
auto blinkModel(LiveActor* actor, s32, s32, s32) -> bool
void calcViewModelSystem(LiveActor* actor)
void calcViewModel(LiveActor* actor)
void showSilhouetteModel(LiveActor* actor)
void hideSilhouetteModel(LiveActor* actor)
auto isSilhouetteModelHidden(const LiveActor* actor) -> bool
void showSilhouetteModelIfHide(LiveActor* actor)
void hideSilhouetteModelIfShow(LiveActor* actor)
void setModelAlphaMask(LiveActor* actor, f32)
auto getModelAlphaMask(const LiveActor* actor) -> f32
auto isModelAlphaMask(const LiveActor* actor) -> bool
void updateModelAlphaMaskCameraDistance(LiveActor* actor, f32, f32, f32, f32)
auto isExistZPrePass(const LiveActor* actor) -> bool
auto isEnableZPrePass(const LiveActor* actor) -> bool
void validateZPrePass(LiveActor* actor)
void invalidateZPrePass(LiveActor* actor)
void invalidateOcclusionQuery(LiveActor* actor)
void validateOcclusionQuery(LiveActor* actor)
auto isValidOcclusionQuery(const LiveActor* actor) -> bool
void setFixedModelFlag(LiveActor* actor)
void tryInitFixedModelGpuBuffer(LiveActor* actor)
void setIgnoreUpdateDrawClipping(LiveActor* actor, bool value)
void setNeedSetBaseMtxAndCalcAnimFlag(LiveActor* actor, bool value)
auto isViewDependentModel(const LiveActor* actor) -> bool
auto isNeedUpdateModel(const LiveActor* actor) -> bool
void setEnvTextureMirror(LiveActor* actor, s32)
void setEnvTextureProc3D(LiveActor* actor, s32)
void forceApplyCubeMap(LiveActor* actor, const char* cubeMapName)
void setMaterialProgrammable(LiveActor* actor)
auto isIncludePrepassCullingShape(LiveActor* actor) -> bool
auto isExistJoint(const LiveActor* actor, const char*) -> bool
auto getJointIndex(const LiveActor* actor, const char*) -> s32
auto getJointMtxPtr(const LiveActor* actor, const char*) -> sead::Matrix34f*
auto getJointMtxPtrByIndex(const LiveActor* actor, s32) -> sead::Matrix34f*
void getJointLocalTrans(sead::Vector3f*, const LiveActor* actor, const char*)
void calcJointPos(sead::Vector3f*, const LiveActor* actor, const char*)
void calcJointOffsetPos(sead::Vector3f*, const LiveActor* actor, const char*, const sead::Vector3f&)
void calcJointPosByIndex(sead::Vector3f*, const LiveActor* actor, s32)
void calcJointSideDir(sead::Vector3f*, const LiveActor* actor, const char*)
void calcJointUpDir(sead::Vector3f*, const LiveActor* actor, const char*)
void calcJointFrontDir(sead::Vector3f*, const LiveActor* actor, const char*)
void calcJointScale(sead::Vector3f*, const LiveActor* actor, const char*)
void calcJointQuat(sead::Quatf*, const LiveActor* actor, const char*)
void multVecJointMtx(sead::Vector3f*, const sead::Vector3f&, const LiveActor* actor, const char*)
void multVecJointInvMtx(sead::Vector3f*, const sead::Vector3f&, const LiveActor* actor, const char*)
void multMtxJointInvMtx(sead::Matrix34f*, const sead::Matrix34f&, const LiveActor* actor, const char*)
void setJointVisibility(LiveActor* actor, const char*, bool)
auto isJointVisibility(const LiveActor* actor, const char*) -> bool
auto isFaceJointXDirDegreeYZ(const LiveActor* actor, const char*, const sead::Vector3f&, f32, f32) -> bool
auto isFaceJointYDirDegreeZX(const LiveActor* actor, const char*, const sead::Vector3f&, f32, f32) -> bool
auto isFaceJointZDirDegreeXY(const LiveActor* actor, const char*, const sead::Vector3f&, f32, f32) -> bool
void calcJointAngleXDirToTargetOnYDir(const LiveActor* actor, const char*, const sead::Vector3f&)
void calcJointAngleXDirToTargetOnZDir(const LiveActor* actor, const char*, const sead::Vector3f&)
void calcJointAngleYDirToTargetOnXDir(const LiveActor* actor, const char*, const sead::Vector3f&)
void calcJointAngleYDirToTargetOnZDir(const LiveActor* actor, const char*, const sead::Vector3f&)
void calcJointAngleZDirToTargetOnXDir(const LiveActor* actor, const char*, const sead::Vector3f&)
void calcJointAngleZDirToTargetOnYDir(const LiveActor* actor, const char*, const sead::Vector3f&)
auto getMaterialName(const LiveActor* actor, s32) -> const char*
auto getMaterialCount(const LiveActor* actor) -> s32
auto isExistMaterial(const LiveActor* actor, const char*) -> bool
void getMaterialObj(const LiveActor* actor, s32)
void getMaterialObj(const LiveActor* actor, const char*)
auto getMaterialIndex(const LiveActor* actor, const char*) -> s32
auto isExistMaterialTexture(const LiveActor* actor, const char*, const char*) -> bool
void getMaterialCategory(const LiveActor* actor, s32)
void tryGetMaterialCategory(const LiveActor* actor, s32)
auto isOnlyMaterialCategoryObject(const LiveActor* actor) -> bool
void showMaterial(LiveActor* actor, const char*)
void hideMaterial(LiveActor* actor, const char*)
void showMaterial(LiveActor* actor, s32)
void hideMaterial(LiveActor* actor, s32)
void showMaterialAll(LiveActor* actor)
void tryShowMaterial(LiveActor* actor, s32)
void tryHideMaterial(LiveActor* actor, s32)
void tryShowMaterialAll(LiveActor* actor)
void setModelMaterialParameterF32(const LiveActor* actor, s32, const char*, f32)
void setModelMaterialParameterF32(const LiveActor* actor, const char*, const char*, f32)
void setModelMaterialParameterV2F(const LiveActor* actor, s32, const char*, const sead::Vector2f&)
void setModelMaterialParameterV2F(const LiveActor* actor, const char*, const char*, const sead::Vector2f&)
void setModelMaterialParameterV3F(const LiveActor* actor, s32, const char*, const sead::Vector3f&)
void setModelMaterialParameterV3F(const LiveActor* actor, const char*, const char*, const sead::Vector3f&)
void setModelMaterialParameterV4F(const LiveActor* actor, s32, const char*, const sead::Vector4f&)
void setModelMaterialParameterV4F(const LiveActor* actor, const char*, const char*, const sead::Vector4f&)
void setModelMaterialParameterRgb(const LiveActor* actor, s32, const char*, const sead::Vector3f&)
void setModelMaterialParameterRgb(const LiveActor* actor, const char*, const char*, const sead::Vector3f&)
void setModelMaterialParameterRgb(const LiveActor* actor, s32, const char*, const sead::Color4f&)
void setModelMaterialParameterRgb(const LiveActor* actor, const char*, const char*, const sead::Color4f&)
void setModelMaterialParameterRgba(const LiveActor* actor, s32, const char*, const sead::Color4f&)
void setModelMaterialParameterRgba(const LiveActor* actor, const char*, const char*, const sead::Color4f&)
void setModelMaterialParameterAlpha(const LiveActor* actor, s32, const char*, f32)
void setModelMaterialParameterAlpha(const LiveActor* actor, const char*, const char*, f32)
void setModelMaterialParameterTextureTrans(const LiveActor* actor, const char*, s32, const sead::Vector2f&)
void getModelMaterialParameterDisplacementScale(const LiveActor* actor, const char*, s32)
void setModelMaterialParameterDisplacementScale(const LiveActor* actor, const char*, s32, f32)
void getModelUniformBlock(const LiveActor* actor, const char*)
void findModelUniformBlock(const LiveActor* actor, const char*)
void swapModelUniformBlock(agl::UniformBlock*)
void flushModelUniformBlock(agl::UniformBlock*)
void getModelDrawCategoryFromShaderAssign(bool*, bool*, bool*, bool*, const LiveActor* actor)
void trySetOcclusionQueryBox(LiveActor* actor, f32)
void trySetOcclusionQueryBox(LiveActor* actor, const sead::BoundBox3f&)
void trySetOcclusionQueryCenter(LiveActor* actor, const sead::Vector3f*)
auto getModelName(const LiveActor* actor) -> const char*
auto isModelName(const LiveActor* actor, const char*) -> bool
auto calcModelBoundingSphereRadius(const LiveActor* actor) -> f32
void getBoundingSphereCenterAndRadius(sead::Vector3f*, f32*, const LiveActor* actor)
void calcModelBoundingBox(sead::BoundBox3f*, const LiveActor* actor)
void calcModelBoundingBoxMtx(sead::Matrix34f*, const LiveActor* actor)
void submitViewModel(const LiveActor* actor, const sead::Matrix34f&)
void replaceMaterialTextureRef(LiveActor* actor, nn::g3d::TextureRef*, const char*, const char*)
void replaceMaterialResTexture(LiveActor* actor, nn::gfx::ResTexture*, const char*, const char*)
void replaceMaterialResTexture(LiveActor*, const char*, const char*, nn::gfx::DescriptorSlot, const nn::gfx::TextureView*)
void replaceMaterialLayoutTexture(LiveActor* actor, const LayoutTextureRenderObj*, const char*, const char*)
void recreateModelDisplayList(const LiveActor* actor)
void calcPolygonNum(const LiveActor* actor, s32)
void calcPolygonNumCurrentLod(const LiveActor* actor)
void calcPolygonNumCurrentLodWithoutVisAnim(const LiveActor* actor)
void getLodLevel(const LiveActor* actor)
void getMaterialLodLevel(const LiveActor* actor)
void getLodLevelNoClamp(const LiveActor* actor)
auto getLodModelCount(const LiveActor* actor) -> s32
void forceLodLevel(LiveActor* actor, s32)
void unforceLodLevel(LiveActor* actor)
auto isExistLodModel(const LiveActor* actor) -> bool
auto isEnableMaterialLod(const LiveActor* actor) -> bool
void validateLodModel(LiveActor* actor)
void invalidateLodModel(LiveActor* actor)
auto isValidateLodModel(const LiveActor* actor) -> bool
auto isExistDitherAnimator(const LiveActor* actor) -> bool
auto isValidNearDitherAnim(const LiveActor* actor) -> bool
void stopDitherAnimAutoCtrl(LiveActor* actor)
void restartDitherAnimAutoCtrl(LiveActor* actor)
void validateDitherAnim(LiveActor* actor)
void invalidateDitherAnim(LiveActor* actor)
void validateFarDitherIfInvalidateClipping(LiveActor* actor)
void setDitherAnimSphereRadius(LiveActor* actor, f32)
void setDitherAnimBoundingBox(LiveActor* actor, const sead::Vector3f&)
void setDitherAnimMaxAlpha(LiveActor* actor, f32)
void setDitherAnimClippingJudgeLocalOffset(LiveActor* actor, const sead::Vector3f&)
void setDitherAnimClippingJudgeParam(LiveActor* actor, const char*)
void resetDitherAnimClippingJudgeParam(LiveActor* actor)
void getDitherAnimMinNearDitherAlpha(const LiveActor* actor)
auto getDitherAnimNearClipStartDistance(const LiveActor* actor) -> f32
auto getDitherAnimNearClipEndDistance(const LiveActor* actor) -> f32
void calcDitherAnimJudgeDistance(const LiveActor* actor)
void createUniqueShader(LiveActor* actor)
auto isJudgedToClipFrustum(const ClippingDirector*, const sead::Vector3f&, f32, f32) -> bool
auto isJudgedToClipFrustum(const LiveActor* actor, const sead::Vector3f&, f32, f32) -> bool
auto isJudgedToClipFrustum(const LiveActor* actor, f32, f32) -> bool
auto isJudgedToClipFrustumWithoutFar(const ClippingDirector*, const sead::Vector3f&, f32, f32) -> bool
auto isJudgedToClipFrustumWithoutFar(const LiveActor* actor, const sead::Vector3f&, f32, f32) -> bool
auto isJudgedToClipFrustumWithoutFar(const LiveActor* actor, f32, f32) -> bool
auto modDegree(f32 deg) -> f32
void resetPosition(LiveActor* actor)
void resetPosition(LiveActor* actor, const sead::Vector3f& trans)
void resetRotatePosition(LiveActor* actor, const sead::Vector3f& rot, const sead::Vector3f& trans)
void resetQuatPosition(LiveActor* actor, const sead::Quatf& quat, const sead::Vector3f& trans)
void resetMtxPosition(LiveActor* actor, const sead::Matrix34f& mtx)
void resetActorPosition(LiveActor* actor, const LiveActor* target)
auto trySetPosOnGround(LiveActor* actor) -> bool
auto getVelocity(const LiveActor* actor) -> const sead::Vector3f&
auto getVelocityPtr(LiveActor* actor) -> sead::Vector3f*
void separateVelocityHV(sead::Vector3f* horizontal, sead::Vector3f* vertical, const LiveActor* actor)
void separateVelocityDirHV(sead::Vector3f* horizontal, sead::Vector3f* vertical, const LiveActor* actor, const sead::Vector3f& dir)
void separateVelocityParallelVertical(sead::Vector3f* parallel, sead::Vector3f* vertical, const LiveActor* actor, const sead::Vector3f& dir)
void setVelocity(LiveActor* actor, const sead::Vector3f& vel)
void setVelocity(LiveActor* actor, f32 x, f32 y, f32 z)
void setVelocityX(LiveActor* actor, f32 x)
void setVelocityY(LiveActor* actor, f32 y)
void setVelocityZ(LiveActor* actor, f32 z)
void setVelocityZero(LiveActor* actor)
void setVelocityZeroX(LiveActor* actor)
void setVelocityZeroY(LiveActor* actor)
void setVelocityZeroZ(LiveActor* actor)
void setVelocityZeroH(LiveActor* actor)
void setVelocityZeroH(LiveActor* actor, const sead::Vector3f& gravity)
void setVelocityZeroV(LiveActor* actor)
void setVelocityZeroV(LiveActor* actor, const sead::Vector3f& gravity)
void setVelocityJump(LiveActor* actor, f32 speed)
void setVelocityToFront(LiveActor* actor, f32 speed)
void setVelocityToUp(LiveActor* actor, f32 speed)
void setVelocityToSide(LiveActor* actor, f32 speed)
void setVelocityToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 speed)
void setVelocityToGravity(LiveActor* actor, f32 speed)
void setVelocitySeparateHV(LiveActor* actor, const sead::Vector3f& h, const sead::Vector3f& v, f32 speedH, f32 speedV)
void setVelocitySeparateHV(LiveActor* actor, const sead::Vector3f& h, f32 speedH, f32 speedV)
void calcVelocitySeparateHV(sead::Vector3f* velocity, const LiveActor* actor, const sead::Vector3f& h, f32 speedH, f32 speedV)
void setVelocitySeparateUp(LiveActor* actor, const sead::Vector3f& h, f32 speedH, f32 speedV)
void setVelocityOnlyDir(LiveActor* actor, const sead::Vector3f& dir, f32 speed)
void setVelocityOnlyV(LiveActor* actor, f32 speed)
void setVelocityOnlyGravity(LiveActor* actor, f32 speed)
void addVelocity(LiveActor* actor, const sead::Vector3f& vel)
void addVelocity(LiveActor* actor, f32 x, f32 y, f32 z)
void addVelocityX(LiveActor* actor, f32 x)
void addVelocityY(LiveActor* actor, f32 y)
void addVelocityZ(LiveActor* actor, f32 z)
void addVelocityDump(LiveActor* actor, const sead::Vector3f& dir, f32 force)
void addVelocityJump(LiveActor* actor, f32 force)
void addVelocityInline(LiveActor* actor, const sead::Vector3f& vel, f32 force)
void addVelocityToFront(LiveActor* actor, f32 force)
void addVelocityToUp(LiveActor* actor, f32 force)
void addVelocityToSide(LiveActor* actor, f32 force)
void addVelocityToDown(LiveActor* actor, f32 force)
void addVelocityToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 force)
void addVelocityToGravity(LiveActor* actor, f32 force)
void addVelocityToGravityLimit(LiveActor* actor, f32 force, f32 limit)
void addVelocityToGravityFittedGround(LiveActor* actor, f32 force, u32 maxAirTime)
void addVelocityToGravityNaturalOrFittedGround(LiveActor* actor, f32 force)
void calcGravityDir(sead::Vector3f* gravity, const LiveActor* actor)
void addVelocityToTarget(LiveActor* actor, const sead::Vector3f& target, f32 force)
void addVelocityToTarget(LiveActor* actor, const sead::Vector3f& target, f32 minForce, f32 maxForce, f32 minDistance, f32 maxDistance)
void addVelocityToTargetH(LiveActor* actor, const sead::Vector3f& target, f32 force)
void addVelocityToTargetHV(LiveActor* actor, const sead::Vector3f& target, f32 forceH, f32 forceV)
void addVelocityDampToTarget(LiveActor* actor, const sead::Vector3f& target, f32 forceDamp)
void addVelocityDampToTarget(LiveActor* actor, const sead::Vector3f& target, f32 force, f32 damp)
auto addVelocityToPlayer(LiveActor* actor, f32 force, const sead::Vector3f& offset) -> bool
auto addVelocityToPlayerHV(LiveActor* actor, f32 forceH, f32 forceV, const sead::Vector3f& offset) -> bool
void addVelocityFromTarget(LiveActor* actor, const sead::Vector3f& target, f32 force)
void addVelocityFromTargetHV(LiveActor* actor, const sead::Vector3f& target, f32 forceH, f32 forceV)
auto addVelocityFromPlayer(LiveActor* actor, f32 force, const sead::Vector3f& offset) -> bool
auto addVelocityFromPlayerHV(LiveActor* actor, f32 forceH, f32 forceV, const sead::Vector3f& offset) -> bool
void addVelocityClockwiseToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 force)
auto calcVelocityClockwiseToDirection(LiveActor* actor, sead::Vector3f* dirVelocity, const sead::Vector3f& dir) -> bool
void addVelocityClockwiseToTarget(LiveActor* actor, const sead::Vector3f& target, f32 force)
void addVelocityJumpGroundInertia(LiveActor* actor, const sead::Vector3f& velocity, f32 force)
void tryAddVelocityLimit(LiveActor* actor, const sead::Vector3f& velocity, f32 limit)
void subVelocityExceptDirectionLimit(LiveActor* actor, const sead::Vector3f& direction, f32 subVel, f32 limit)
void scaleVelocity(LiveActor* actor, f32 factor)
void scaleVelocityLimit(LiveActor* actor, f32 factor, f32 limit)
void scaleVelocityX(LiveActor* actor, f32 factorX)
void scaleVelocityY(LiveActor* actor, f32 factorY)
void scaleVelocityZ(LiveActor* actor, f32 factorZ)
void scaleVelocityHV(LiveActor* actor, f32 factorH, f32 factorV)
void scaleVelocityDirection(LiveActor* actor, const sead::Vector3f& direction, f32 factor)
void scaleVelocityExceptDirection(LiveActor* actor, const sead::Vector3f& direction, f32 factor)
void scaleVelocityParallelVertical(LiveActor* actor, const sead::Vector3f& direction, f32 parallel, f32 vertical)
void limitVelocity(LiveActor* actor, f32 limit)
auto calcSpeed(const LiveActor* actor) -> f32
void limitVelocityX(LiveActor* actor, f32 limitX)
void limitVelocityY(LiveActor* actor, f32 limitY)
void limitVelocityZ(LiveActor* actor, f32 limitZ)
void limitVelocityH(LiveActor* actor, f32 limitH)
void limitVelocityHV(LiveActor* actor, f32 limitH, f32 limitV)
void limitVelocityUpGravityH(LiveActor* actor, f32 limitDown, f32 limitUp, f32 limitH)
void limitVelocityDir(LiveActor* actor, const sead::Vector3f& dir, f32 limit)
void limitVelocityDirSign(LiveActor* actor, const sead::Vector3f& dir, f32 limit)
void limitVelocityDirV(LiveActor* actor, const sead::Vector3f& dir, f32 limit)
void limitVelocityDirVRate(LiveActor* actor, const sead::Vector3f& dir, f32 limit, f32 rate)
void limitVelocityParallelVertical(LiveActor* actor, const sead::Vector3f& dir, f32 parallel, f32 vertical)
void limitVelocitySeparateHV(LiveActor* actor, const sead::Vector3f& dir, f32 horizontal, f32 vertical)
auto reboundVelocityPart(LiveActor* actor, f32 rebound, f32 threshold) -> u32
auto reboundVelocityPart(LiveActor* actor, f32 ground, f32 wall, f32 ceiling, f32 threshold) -> u32
auto reboundVelocityFromEachCollision(LiveActor* actor, f32 ground, f32 wall, f32 ceiling, f32 threshold) -> bool
auto reboundVelocityFromCollision(LiveActor* actor, f32 reboundStrength, f32 reboundMin, f32 friction) -> bool
auto reboundVelocityFromTriangles(LiveActor* actor, f32 reboundStrength, f32 reboundMin) -> bool
auto reboundVelocityFromActor(LiveActor* actor, const LiveActor* target, f32 reboundStrength) -> bool
if(dot<=0. 0f) return false
addVelocity(actor, direction*dot*-reboundStrength+1.0f)
auto reboundVelocityFromActor(LiveActor* actor, const LiveActor* target, const sead::Vector3f& targetVelocity, f32 reboundStrength) -> bool
auto reboundVelocityFromSensor(LiveActor* actor, const HitSensor* sensor, f32 reboundStrength) -> bool
auto reboundVelocityFromSensor(LiveActor* actor, const HitSensor* sensor, const sead::Vector3f& targetVelocity, f32 reboundStrength) -> bool
auto calcDirToActor(sead::Vector3f* dir, const LiveActor* actor, const LiveActor* target) -> bool
auto reboundVelocityBetweenActor(LiveActor* actor, LiveActor* target, const sead::Vector3f& direction, f32 reboundStrength) -> bool
auto reboundVelocityBetweenActor(LiveActor* actor, LiveActor* target, f32 reboundStrength) -> bool
auto reboundVelocityBetweenSensor(HitSensor* sensorA, HitSensor* sensorB, f32 reboundStrength) -> bool
void calcVelocityKeepLengthBetweenActor(sead::Vector3f* vel, const LiveActor* actor, const LiveActor* target, f32 targetLength, f32 force)
void addVelocityKeepLengthBetweenActor(LiveActor* actor, LiveActor* target, f32 targetLength, f32 force)
void addVelocityDumpKeepLengthBetweenActor(LiveActor* actor, LiveActor* target, f32 targetLength, f32 lenForce, f32 dumpForce)
void calcVelocityBlowAttack(sead::Vector3f* velocity, const LiveActor* actor, const sead::Vector3f& trans, f32 speedH, f32 speedV)
void addVelocityBlowAttack(LiveActor* actor, const sead::Vector3f& trans, f32 speedH, f32 speedV)
void addVelocityBlowAttack(LiveActor* actor, const HitSensor* sensor, f32 speedH, f32 speedV)
void setVelocityBlowAttack(LiveActor* actor, const sead::Vector3f& trans, f32 speedH, f32 speedV)
void setVelocityBlowAttack(LiveActor* actor, const HitSensor* sensor, f32 speedH, f32 speedV)
void setVelocityBlowAttackAndTurnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 speedH, f32 speedV)
auto isVelocityFast(const LiveActor* actor, f32 threshold) -> bool
auto isVelocityFastH(const LiveActor* actor, f32 threshold) -> bool
auto isVelocitySlow(const LiveActor* actor, f32 threshold) -> bool
auto isVelocitySlowH(const LiveActor* actor, f32 threshold) -> bool
auto calcSpeedH(const LiveActor* actor) -> f32
auto calcSpeedV(const LiveActor* actor) -> f32
auto calcSpeedDirection(const LiveActor* actor, const sead::Vector3f& dir) -> f32
auto calcSpeedExceptDir(const LiveActor* actor, const sead::Vector3f& dir) -> f32
auto isNear(const LiveActor* actor, const LiveActor* target, f32 threshold) -> bool
auto isNear(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) -> bool
auto isNearXZ(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) -> bool
auto isNearH(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) -> bool
auto calcDistanceH(const LiveActor* actor, const sead::Vector3f& trans) -> f32
auto isNearV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) -> bool
auto calcDistanceV(const LiveActor* actor, const sead::Vector3f& trans) -> f32
auto isNearHV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshH, f32 threshV) -> bool
auto isNearHV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshH, f32 minV, f32 maxV) -> bool
auto calcHeight(const LiveActor* actor, const sead::Vector3f& trans) -> f32
auto isFar(const LiveActor* actor, const LiveActor* target, f32 threshold) -> bool
auto isFar(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold) -> bool
auto calcDistance(const LiveActor* actor, const LiveActor* target) -> f32
auto calcDistance(const LiveActor* actor, const sead::Vector3f& trans) -> f32
auto calcDistanceV(const LiveActor* actor, const LiveActor* target) -> f32
auto calcDistanceH(const LiveActor* actor, const LiveActor* target) -> f32
auto calcDistanceH(const LiveActor* actor, const sead::Vector3f& trans1, const sead::Vector3f& trans2) -> f32
auto calcHeight(const LiveActor* actor, const LiveActor* target) -> f32
auto calcDistanceFront(const LiveActor* actor, const sead::Vector3f& trans) -> f32
auto calcDistanceFront(const LiveActor* actor, const LiveActor* target) -> f32
void addRotateAndRepeatX(LiveActor* actor, f32 deg)
void addRotateAndRepeatY(LiveActor* actor, f32 deg)
void addRotateAndRepeatZ(LiveActor* actor, f32 deg)
void addRandomRotateY(LiveActor* actor)
void calcQuatSide(sead::Vector3f* side, const LiveActor* actor)
void calcQuatUp(sead::Vector3f* up, const LiveActor* actor)
void calcQuatFront(sead::Vector3f* front, const LiveActor* actor)
void calcQuatLocalAxis(sead::Vector3f* local, const LiveActor* actor, s32 axis)
void calcTransOffsetFront(sead::Vector3f* offset, const LiveActor* actor, f32 len)
void calcTransOffsetUp(sead::Vector3f* offset, const LiveActor* actor, f32 len)
void calcTransOffsetSide(sead::Vector3f* offset, const LiveActor* actor, f32 len)
void setTransOffsetLocalDir(LiveActor* actor, const sead::Quatf& quat, const sead::Vector3f& globalOffset, f32 localOffset, s32 axis)
void addTransOffsetLocal(LiveActor* actor, const sead::Vector3f& localOffset)
void addTransOffsetLocalDir(LiveActor* actor, f32 localOffset, s32 axis)
void rotateQuatXDirDegree(LiveActor* actor, f32 deg)
void rotateQuatXDirDegree(LiveActor* actor, const sead::Quatf& quat, f32 deg)
void rotateQuatYDirDegree(LiveActor* actor, f32 deg)
void rotateQuatYDirDegree(LiveActor* actor, const sead::Quatf& quat, f32 deg)
void rotateQuatZDirDegree(LiveActor* actor, f32 deg)
void rotateQuatZDirDegree(LiveActor* actor, const sead::Quatf& quat, f32 deg)
void rotateQuatLocalDirDegree(LiveActor* actor, s32 axis, f32 deg)
void rotateQuatLocalDirDegree(LiveActor* actor, const sead::Quatf& quat, s32 axis, f32 deg)
void rotateQuatYDirRandomDegree(LiveActor* actor)
void rotateQuatYDirRandomDegree(LiveActor* actor, const sead::Quatf& quat)
auto turnQuatFrontToDirDegreeH(LiveActor* actor, const sead::Vector3f& dir, f32 deg) -> bool
auto turnQuatFrontToPosDegreeH(LiveActor* actor, const sead::Vector3f& pos, f32 deg) -> bool
auto turnQuatFrontFromPosDegreeH(LiveActor* actor, const sead::Vector3f& pos, f32 deg) -> bool
void turnFront(LiveActor* actor, f32 deg)
void turnFront(LiveActor* actor, const sead::Vector3f& up, f32 deg)
void turnFrontToPos(LiveActor* actor, const sead::Vector3f& pos, f32 deg)
void turnFrontToDir(LiveActor* actor, const sead::Vector3f& dir, f32 deg)
auto turnFrontToDirGetIsFinished(LiveActor* actor, const sead::Vector3f& dir, f32 deg) -> bool
auto turnDirectionDegree(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& dir, f32 deg) -> bool
void turnFrontToTarget(LiveActor* actor, const LiveActor* target, f32 deg)
void turnFrontFromTarget(LiveActor* actor, const LiveActor* target, f32 deg)
auto turnFrontToPlayer(LiveActor* actor, f32 deg) -> bool
auto turnFrontFromPlayer(LiveActor* actor, f32 deg) -> bool
auto turnDirection(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& dir, f32 cos) -> bool
auto turnDirectionToTarget(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& target, f32 cos) -> bool
auto turnDirectionToTargetDegree(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& target, f32 deg) -> bool
auto turnDirectionFromTargetDegree(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& target, f32 deg) -> bool
void turnDirectionAlongGround(const LiveActor* actor, sead::Vector3f* dir)
void turnDirectionAlongGround(LiveActor* actor)
auto turnToDirectionAxis(LiveActor* actor, const sead::Vector3f& horizontal, const sead::Vector3f& vertical, f32 deg) -> bool
auto turnFrontSpherical(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& targetFront, f32 cos) -> bool
auto turnFrontSphericalToTarget(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& target, f32 cos) -> bool
auto turnFrontSphericalToTargetDegree(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& target, f32 deg) -> bool
auto turnToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 deg) -> bool
void turnLocalDirToDirection(LiveActor* actor, const sead::Vector3f& localDir, const sead::Vector3f& targetDir, f32 deg)
auto turnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 deg) -> bool
auto turnToTarget(LiveActor* actor, const LiveActor* target, f32 deg) -> bool
void faceToDirection(LiveActor* actor, const sead::Vector3f& dir)
void faceToDirectionSupportUp(LiveActor* actor, const sead::Vector3f& dir)
void faceToTarget(LiveActor* actor, const sead::Vector3f& target)
void faceToTarget(LiveActor* actor, const LiveActor* target)
void faceToSensor(LiveActor* actor, const HitSensor* sensor)
void faceToVelocity(LiveActor* actor)
void calcDirClockwiseToDir(sead::Vector3f* out, const LiveActor* actor, const sead::Vector3f& dir)
void calcDirClockwiseToPos(sead::Vector3f* out, const LiveActor* actor, const sead::Vector3f& target)
void calcDirToActorH(sead::Vector3f* out, const LiveActor* actor, const LiveActor* target)
void calcDirToActorH(sead::Vector3f* out, const LiveActor* actor, const sead::Vector3f& target)
auto calcAngleToTargetH(const LiveActor* actor, const sead::Vector3f& target) -> f32
auto calcAngleToTargetV(const LiveActor* actor, const sead::Vector3f& target) -> f32
auto isFaceToTargetDegree(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 threshDeg) -> bool
auto isFaceToTargetDegree(const LiveActor* actor, const sead::Vector3f& target, f32 threshDeg) -> bool
auto isFaceToTargetDegreeHV(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 degH, f32 degV) -> bool
auto isFaceToTargetDegreeH(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 degH) -> bool
auto isInSightCone(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 maxDist, f32 threshDeg) -> bool
auto isInSightConeTarget(const LiveActor* actor, const LiveActor* target, f32 maxDist, f32 threshDeg) -> bool
auto isInSightConePlayer(const LiveActor* actor, f32 maxDist, f32 threshDeg) -> bool
auto isInSightFan(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 maxDist, f32 angleH, f32 angleV) -> bool
auto isInSightFanTarget(const LiveActor* actor, const LiveActor* target, f32 maxDist, f32 angleH, f32 angleV) -> bool
auto isInSightBox(const LiveActor* actor, const sead::Vector3f& pos, const sead::BoundBox3f& box) -> bool
void walkAndTurnToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)
void walkAndTurnToDirection(LiveActor* actor, sead::Vector3f* front, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)
void walkAndTurnPoseToDirection(LiveActor* actor, const sead::Vector3f& dir, const ActorParamMove& param, bool turnAlongGround)
void walkAndTurnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)
void flyAndTurnToDirection(LiveActor* actor, sead::Vector3f* front, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg)
void flyAndTurnToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg)
void flyAndTurnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg)
auto walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor, sead::Vector3f* front, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -> bool
auto walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -> bool
auto walkAndTurnToTargetFittedGroundGravity(LiveActor* actor, const sead::Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -> bool
auto tryKillByDeathArea(LiveActor* actor) -> bool
void rotateAndKeepColliderPosRate(LiveActor* actor, const sead::Vector3f& up, const sead::Vector3f& front, f32 rate)
void calcSpringMovement(LiveActor* actor, const sead::Vector3f& pos, f32 springPos, f32 sinStrength, const sead::Vector3f& offset, f32 constStrength, f32 sinAmpl)
auto addVelocityClockwiseToPlayer(LiveActor* actor, f32 force) -> bool
auto calcDirClockwiseToPlayer(sead::Vector3f* dir, const LiveActor* actor) -> bool
auto flyAndTurnToPlayer(LiveActor* actor, const ActorParamMove& param) -> bool
auto escapeFromPlayer(LiveActor* actor, f32 forceFront, f32 forceGravity, f32 decay, f32 deg) -> bool
auto escapeFromPlayer(LiveActor* actor, sead::Vector3f* front, f32 forceFront, f32 forceGravity, f32 decay, f32 deg) -> bool
auto walkAndTurnToPlayer(LiveActor* actor, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround) -> bool
auto isPlayerInSightFan(const LiveActor* actor, f32 maxDist, f32 angleH, f32 angleV) -> bool
auto nextMove(Triangle* triangle, const LiveActor* actor, const sead::Vector3f& velocity, f32 gravity, f32 searchDist) -> bool
auto isFallOrDamageCodeNextMove(const LiveActor* actor, const sead::Vector3f& velocity, f32 gravity, f32 searchDist) -> bool
auto isFallNextMove(const LiveActor* actor, const sead::Vector3f& velocity, f32 gravity, f32 searchDist) -> bool
auto findActorParamF32(const LiveActor* actor, const char* paramName) -> f32*
auto findActorParamS32(const LiveActor* actor, const char* paramName) -> s32*
static void rotationAndTranslationFromMatrix(sead::Vector3f* trans, sead::Vector3f* rot, const sead::Matrix34f* mtx)
void initActorPoseT(LiveActor* actor, const sead::Vector3f& trans)
void setTrans(LiveActor* actor, const sead::Vector3f& trans)
void initActorPoseTR(LiveActor* actor, const sead::Vector3f& trans, const sead::Vector3f& rotate)
void setRotate(LiveActor* actor, const sead::Vector3f& rotate)
void makeMtxSRT(sead::Matrix34f* mtx, const LiveActor* actor)
void makeMtxRT(sead::Matrix34f* mtx, const LiveActor* actor)
void makeMtxR(sead::Matrix34f* mtx, const LiveActor* actor)
void calcAnimFrontGravityPos(LiveActor* actor, const sead::Vector3f& front)
auto getGravity(const LiveActor* actor) -> const sead::Vector3f&
auto getTrans(const LiveActor* actor) -> const sead::Vector3f&
auto getScale(const LiveActor* actor) -> const sead::Vector3f&
void copyPose(LiveActor* actor, const LiveActor* target)
void updatePoseTrans(LiveActor* actor, const sead::Vector3f& trans)
void updatePoseRotate(LiveActor* actor, const sead::Vector3f& rotate)
void updatePoseQuat(LiveActor* actor, const sead::Quatf& quat)
void updatePoseMtx(LiveActor* actor, const sead::Matrix34f* mtx)
void calcSideDir(sead::Vector3f* side, const LiveActor* actor)
void calcLeftDir(sead::Vector3f* left, const LiveActor* actor)
void calcRightDir(sead::Vector3f* right, const LiveActor* actor)
void calcUpDir(sead::Vector3f* up, const LiveActor* actor)
void calcDownDir(sead::Vector3f* down, const LiveActor* actor)
void calcFrontDir(sead::Vector3f* front, const LiveActor* actor)
void calcBackDir(sead::Vector3f* back, const LiveActor* actor)
void calcPoseDir(sead::Vector3f* side, sead::Vector3f* up, sead::Vector3f* front, const LiveActor* actor)
void calcQuat(sead::Quatf* quat, const LiveActor* actor)
auto calcDistanceSignLocalXDir(const LiveActor* actor, const sead::Vector3f& pos) -> f32
auto calcDistanceSignLocalYDir(const LiveActor* actor, const sead::Vector3f& pos) -> f32
auto calcDistanceSignLocalZDir(const LiveActor* actor, const sead::Vector3f& pos) -> f32
auto calcDistanceLocalXDir(const LiveActor* actor, const sead::Vector3f& pos) -> f32
auto calcDistanceLocalYDir(const LiveActor* actor, const sead::Vector3f& pos) -> f32
auto calcDistanceLocalZDir(const LiveActor* actor, const sead::Vector3f& pos) -> f32
auto getTransPtr(LiveActor* actor) -> sead::Vector3f*
void setTrans(LiveActor* actor, f32 x, f32 y, f32 z)
void setTransX(LiveActor* actor, f32 x)
void setTransY(LiveActor* actor, f32 y)
void setTransZ(LiveActor* actor, f32 z)
auto getRotate(const LiveActor* actor) -> const sead::Vector3f&
auto getRotatePtr(LiveActor* actor) -> sead::Vector3f*
void setRotate(LiveActor* actor, f32 x, f32 y, f32 z)
void setRotateX(LiveActor* actor, f32 x)
void setRotateY(LiveActor* actor, f32 y)
void setRotateZ(LiveActor* actor, f32 z)
auto getScalePtr(LiveActor* actor) -> sead::Vector3f*
auto tryGetScalePtr(LiveActor* actor) -> sead::Vector3f*
auto getScaleX(const LiveActor* actor) -> f32
auto getScaleY(const LiveActor* actor) -> f32
auto getScaleZ(const LiveActor* actor) -> f32
void setScale(LiveActor* actor, const sead::Vector3f& scale)
void setScale(LiveActor* actor, f32 x, f32 y, f32 z)
void setScaleAll(LiveActor* actor, f32 scale)
void setScaleX(LiveActor* actor, f32 x)
void setScaleY(LiveActor* actor, f32 y)
void setScaleZ(LiveActor* actor, f32 z)
auto isFrontTarget(const LiveActor* actor, const sead::Vector3f& pos) -> bool
auto isFrontDir(const LiveActor* actor, const sead::Vector3f& dir) -> bool
auto isBackTarget(const LiveActor* actor, const sead::Vector3f& pos) -> bool
auto isBackDir(const LiveActor* actor, const sead::Vector3f& dir) -> bool
auto isLeftTarget(const LiveActor* actor, const sead::Vector3f& pos) -> bool
auto isLeftDir(const LiveActor* actor, const sead::Vector3f& dir) -> bool
auto isRightTarget(const LiveActor* actor, const sead::Vector3f& pos) -> bool
auto isRightDir(const LiveActor* actor, const sead::Vector3f& dir) -> bool
auto isUpTarget(const LiveActor* actor, const sead::Vector3f& pos) -> bool
auto isUpDir(const LiveActor* actor, const sead::Vector3f& dir) -> bool
auto isDownTarget(const LiveActor* actor, const sead::Vector3f& pos) -> bool
auto isDownDir(const LiveActor* actor, const sead::Vector3f& dir) -> bool
auto getQuat(const LiveActor* actor) -> const sead::Quatf&
auto getQuatPtr(LiveActor* actor) -> sead::Quatf*
auto tryGetQuatPtr(LiveActor* actor) -> sead::Quatf*
void setQuat(LiveActor* actor, const sead::Quatf& quat)
auto getGravityPtr(const LiveActor* actor) -> sead::Vector3f*
void setGravity(const LiveActor* actor, const sead::Vector3f& gravity)
auto getFront(const LiveActor* actor) -> const sead::Vector3f&
auto getFrontPtr(LiveActor* actor) -> sead::Vector3f*
void setFront(LiveActor* actor, const sead::Vector3f& front)
auto getUp(const LiveActor* actor) -> const sead::Vector3f&
auto getUpPtr(LiveActor* actor) -> sead::Vector3f*
void setUp(LiveActor* actor, const sead::Vector3f& up)
void multVecPoseNoTrans(sead::Vector3f* posOut, const LiveActor* actor, const sead::Vector3f& posIn)
void multVecPose(sead::Vector3f* posOut, const LiveActor* actor, const sead::Vector3f& posIn)
void multVecPoseAndScale(sead::Vector3f* posOut, const LiveActor* actor, const sead::Vector3f& posIn)
void multVecInvPose(sead::Vector3f* posOut, const LiveActor* actor, const sead::Vector3f& posIn)
void multMtxInvPose(sead::Matrix34f* mtxOut, const LiveActor* actor, const sead::Matrix34f& mtxIn)
void calcTransLocalOffset(sead::Vector3f* transOut, const LiveActor* actor, const sead::Vector3f& transIn)
void multVecInvQuat(sead::Vector3f* posOut, const LiveActor* actor, const sead::Vector3f& posIn)
auto isExistModelResource(const LiveActor*) -> bool
auto isExistAnimResource(const LiveActor*) -> bool
void tryGetAnimResource(const LiveActor*)
auto isExistModelResourceYaml(const LiveActor*, const char*, const char*) -> bool
void getModelResource(const LiveActor*)
auto isExistAnimResourceYaml(const LiveActor*, const char*, const char*) -> bool
void getAnimResource(const LiveActor*)
auto isExistModelOrAnimResourceYaml(const LiveActor*, const char*, const char*) -> bool
auto getModelResourceYaml(const LiveActor*, const char*, const char*) -> u8*
auto getAnimResourceYaml(const LiveActor*, const char*, const char*) -> u8*
auto getModelOrAnimResourceYaml(const LiveActor*, const char*, const char*) -> u8*
auto getMapPartsResourceYaml(const ActorInitInfo&, const char*) -> u8*
auto tryGetMapPartsResourceYaml(const ActorInitInfo&, const char*) -> u8*
void tryMakeInitFileName(sead::BufferedSafeString*, const Resource*, const char*, const char*, const char*)
void tryGetSuffixIter(ByamlIter*, const Resource*, const char*, const char*)
void tryGetInitFileIterAndName(ByamlIter*, sead::BufferedSafeString*, const Resource*, const char*, const char*, const char*)
void tryGetActorInitFileIterAndName(ByamlIter*, sead::BufferedSafeString*, const Resource*, const char*, const char*)
auto tryGetActorInitFileIter(ByamlIter*, const Resource*, const char*, const char*) -> bool
auto tryGetActorInitFileIterAndName(ByamlIter*, sead::BufferedSafeString*, const LiveActor*, const char*, const char*) -> bool
auto tryGetActorInitFileIter(ByamlIter*, const LiveActor*, const char*, const char*) -> bool
auto tryGetActorInitFileName(sead::BufferedSafeString*, const Resource*, const char*, const char*) -> bool
auto tryGetActorInitFileName(sead::BufferedSafeString*, const ActorResource*, const char*, const char*) -> bool
auto tryGetActorInitFileName(sead::BufferedSafeString*, const LiveActor*, const char*, const char*) -> bool
auto tryGetActorInitFileSuffixName(sead::BufferedSafeString*, const Resource*, const char*, const char*) -> bool
auto tryGetActorInitFileSuffixName(sead::BufferedSafeString*, const LiveActor*, const char*, const char*) -> bool
auto tryGetActorInitFileSuffixName(const LiveActor*, const char*, const char*) -> const char*
auto tryGetActorInitFileSuffixName(const Resource*, const char*, const char*) -> const char*
void initParameterIoAsActorInfo(ParameterIo*, const LiveActor*, const char*, const char*)
void initParameterIoAndLoad(ParameterIo*, const LiveActor*, const char*, const char*)
void stopScene(const LiveActor* actor, s32 stopFrames, s32 delayFrames)
auto isStopScene(const LiveActor* actor) -> bool
void stopScene(SceneStopCtrl* ctrl, s32 stopFrames, s32 delayFrames)
auto isStopScene(SceneStopCtrl* ctrl) -> bool
void requestCaptureScreenCover(const LiveActor* actor, s32 coverFrames)
auto requestStartDemo(const LiveActor* actor, const char* name) -> bool
void requestEndDemo(const LiveActor* actor, const char* name)
void addDemoActor(LiveActor* actor)
auto addHitSensor(LiveActor*, const ActorInitInfo&, const char*, u32, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorPlayer(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorPlayerAttack(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorPlayerEye(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorEnemy(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorEnemyBody(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorEnemyAttack(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorMapObj(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorBindable(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorBindableGoal(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorBindableAllPlayer(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorBindableBubbleOutScreen(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorBindableKoura(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorBindableRouteDokan(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorBindableBubblePadInput(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorCollisionParts(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
auto addHitSensorEye(LiveActor*, const ActorInitInfo&, const char*, f32, u16, const sead::Vector3f&) -> HitSensor*
void setHitSensorSort(LiveActor*, const char*, const SensorSortCmpFuncBase*)
void setHitSensorPosPtr(LiveActor*, const char*, const sead::Vector3f*)
auto getHitSensor(const LiveActor*, const char*) -> HitSensor*
void setHitSensorMtxPtr(LiveActor*, const char*, const sead::Matrix34f*)
void setHitSensorJointMtx(LiveActor*, const char*, const char*)
void setSensorRadius(LiveActor*, const char*, f32)
void setSensorRadius(LiveActor*, f32)
auto getSensorRadius(const LiveActor*, const char*) -> f32
auto getSensorRadius(const LiveActor*) -> f32
auto getSensorPos(const LiveActor*, const char*) -> const sead::Vector3f&
auto getSensorPos(const LiveActor*) -> const sead::Vector3f&
void setSensorFollowPosOffset(LiveActor*, const char*, const sead::Vector3f&)
void setSensorFollowPosOffset(LiveActor*, const sead::Vector3f&)
auto getSensorFollowPosOffset(const LiveActor*, const char*) -> const sead::Vector3f&
auto getSensorFollowPosOffset(const LiveActor*) -> const sead::Vector3f&
auto createActorSensorController(LiveActor*, const char*) -> ActorSensorController*
void setSensorRadius(ActorSensorController*, f32)
void setSensorScale(ActorSensorController*, f32)
void setSensorFollowPosOffset(ActorSensorController*, const sead::Vector3f&)
auto getOriginalSensorRadius(const ActorSensorController*) -> f32
auto getOriginalSensorFollowPosOffset(const ActorSensorController*) -> const sead::Vector3f&
void resetActorSensorController(ActorSensorController*)
void calcPosBetweenSensors(sead::Vector3f*, const HitSensor*, const HitSensor*, f32)
auto calcDistance(const HitSensor*, const HitSensor*) -> f32
auto getSensorPos(const HitSensor*) -> const sead::Vector3f&
auto calcDistanceV(const sead::Vector3f&, const HitSensor*, const HitSensor*) -> f32
auto calcDistanceH(const sead::Vector3f&, const HitSensor*, const HitSensor*) -> f32
auto calcDirBetweenSensors(sead::Vector3f*, const HitSensor*, const HitSensor*) -> bool
auto calcDirBetweenSensorsH(sead::Vector3f*, const HitSensor*, const HitSensor*) -> bool
auto calcDirBetweenSensorsNormal(sead::Vector3f*, const HitSensor*, const HitSensor*, sead::Vector3f) -> bool
void calcVecBetweenSensors(sead::Vector3f*, const HitSensor*, const HitSensor*)
void calcVecBetweenSensorsH(sead::Vector3f*, const HitSensor*, const HitSensor*)
void calcVecBetweenSensorsNormal(sead::Vector3f*, const HitSensor*, const HitSensor*, sead::Vector3f)
auto calcStrikeArrowCollideWallAndCeilingBetweenAttackSensor(const LiveActor*, const HitSensor*, const HitSensor*, const sead::Vector3f&, f32) -> s32
auto getSensorHost(const HitSensor*) -> LiveActor*
auto isFaceBetweenSensors(const sead::Vector3f&, const HitSensor*, const HitSensor*) -> bool
auto isFaceBetweenSensorsH(const sead::Vector3f&, const HitSensor*, const HitSensor*) -> bool
auto isEnableLookAtTargetSensor(const HitSensor*, const sead::Vector3f&, f32) -> bool
auto isSensorValid(const HitSensor*) -> bool
auto isHitBoxSensor(const HitSensor*, const sead::Vector3f&, const sead::BoundBox3f&) -> bool
auto getSensorRadius(const HitSensor*) -> f32
auto isHitBoxSensor(const HitSensor*, const sead::Matrix34f&, const sead::BoundBox3f&) -> bool
auto isHitCylinderSensor(const HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto isHitCylinderSensor(const HitSensor*, const HitSensor*, const sead::Vector3f&, f32) -> bool
auto isHitCylinderSensor(sead::Vector3f*, sead::Vector3f*, const HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto isHitCylinderSensor(sead::Vector3f*, sead::Vector3f*, const HitSensor*, const HitSensor*, const sead::Vector3f&, f32) -> bool
auto isHitCylinderSensorHeight(const HitSensor*, const HitSensor*, const sead::Vector3f&, f32, f32) -> bool
auto isHitCircleSensor(sead::Vector3f*, sead::Vector3f*, const HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32, f32) -> bool
auto isHitCircleSensor(sead::Vector3f*, sead::Vector3f*, const HitSensor*, const HitSensor*, const sead::Vector3f&, f32, f32) -> bool
auto isHitCircleSensor(const HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32, f32) -> bool
auto isHitCircleSensor(const HitSensor*, const HitSensor*, const sead::Vector3f&, f32, f32) -> bool
auto isHitPlaneSensor(const HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto isHitPlaneSensor(const HitSensor*, const HitSensor*, const sead::Vector3f&, f32) -> bool
auto getActorTrans(const HitSensor*) -> const sead::Vector3f&
auto getActorVelocity(const HitSensor*) -> const sead::Vector3f&
auto getActorGravity(const HitSensor*) -> const sead::Vector3f&
auto isSensorName(const HitSensor*, const char*) -> bool
auto isSensorHostName(const HitSensor*, const char*) -> bool
auto isSensorHost(const HitSensor*, const LiveActor*) -> bool
void validateHitSensors(LiveActor*)
void invalidateHitSensors(LiveActor*)
auto isSensorValid(const LiveActor*, const char*) -> bool
void validateHitSensor(LiveActor*, const char*)
void invalidateHitSensor(LiveActor*, const char*)
void validateHitSensorBindableAll(LiveActor*)
auto isSensorBindableAll(const HitSensor*) -> bool
void validateHitSensorEnemyAll(LiveActor*)
auto isSensorEnemy(const HitSensor*) -> bool
void validateHitSensorEnemyAttackAll(LiveActor*)
auto isSensorEnemyAttack(const HitSensor*) -> bool
void validateHitSensorEnemyBodyAll(LiveActor*)
auto isSensorEnemyBody(const HitSensor*) -> bool
void validateHitSensorEyeAll(LiveActor*)
auto isSensorEye(const HitSensor*) -> bool
void validateHitSensorMapObjAll(LiveActor*)
auto isSensorMapObj(const HitSensor*) -> bool
void validateHitSensorNpcAll(LiveActor*)
auto isSensorNpc(const HitSensor*) -> bool
void validateHitSensorPlayerAll(LiveActor*)
auto isSensorPlayerAll(const HitSensor*) -> bool
void validateHitSensorRideAll(LiveActor*)
auto isSensorRide(const HitSensor*) -> bool
void invalidateHitSensorEyeAll(LiveActor*)
void invalidateHitSensorPlayerAll(LiveActor*)
void invalidateHitSensorPlayerAttackAll(LiveActor*)
auto isSensorPlayerAttack(const HitSensor*) -> bool
auto sendMsgPlayerAttackTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerTrampleReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerReflectOrTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerObjHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerObjHipDropReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerObjHipDropHighJump(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerHipDropKnockDown(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerObjStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerObjStatueDropReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerObjStatueDropReflectNoCondition(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerStatueTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerUpperPunch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerObjUpperPunch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerRollingAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerRollingReflect(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerObjRollingAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerObjRollingAttackFailure(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerInvincibleAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerFireBallAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerRouteDokanFireBallAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerTailAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerKick(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerCatch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerBoomerangAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerBoomerangAttackCollide(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerBoomerangReflect(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerBoomerangBreak(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerBodyAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerBodyLanding(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerBodyAttackReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerClimbAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerSpinAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerGiantAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerCooperationHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerClimbSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerClimbRollingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerGiantHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPlayerDisregard(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerItemGet(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerPutOnEquipment(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerReleaseEquipment(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerReleaseEquipmentGoal(HitSensor* receiver, HitSensor* sender, u32) -> bool
auto sendMsgPlayerFloorTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerDamageTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerCarryFront(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerCarryFrontWallKeep(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerCarryUp(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerCarryKeepDemo(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerCarryWarp(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerLeave(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerRelease(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerReleaseBySwing(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerReleaseDamage(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerReleaseDead(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerReleaseDemo(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerToss(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerInvincibleTouch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgEnemyAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyAttackBoomerang(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyAttackFire(HitSensor* receiver, HitSensor* sender, const char*) -> bool
auto sendMsgEnemyAttackNeedle(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyFloorTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyItemGet(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyRouteDokanAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyRouteDokanFire(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyUpperPunch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyTrample(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgMapObjTrample(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPressureDeath(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgNpcTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgExplosion(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgExplosionCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgPush(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPushStrong(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPushVeryStrong(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgHit(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgHitStrong(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgHitVeryStrong(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKnockDown(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgMapPush(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgVanish(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgChangeAlpha(LiveActor* receiver, f32 alpha) -> bool
auto sendMsgShowModel(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgHideModel(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgRestart(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgNeedleBallAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPunpunFloorTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgInvalidateFootPrint(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgKickKouraAttackCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgKickKouraGetItem(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickKouraReflect(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickKouraCollideNoReflect(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickKouraBreak(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickKouraBlow(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickStoneAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickStoneAttackCollide(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickStoneAttackHold(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickStoneAttackReflect(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKickStoneTrample(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKillerAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgLiftGeyser(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgWarpStart(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgWarpEnd(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgHoldCancel(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgHoleIn(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgJumpInhibit(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgGoalKill(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgGoal(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBindStart(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBindInit(HitSensor* receiver, HitSensor* sender, u32) -> bool
auto sendMsgBindEnd(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBindCancel(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBindCancelByDemo(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBindDamage(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBindSteal(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBindGiant(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBallAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgBallRouteDokanAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgBallAttackHold(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBallAttackDRCHold(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBallAttackCollide(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBallTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgBallTrampleCollide(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBallItemGet(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgFireBalCollide(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgFireBallFloorTouch(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgDokanBazookaAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgRideAllPlayerItemGet(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgHideModel(LiveActor* receiver) -> bool
auto sendMsgShowModel(LiveActor* receiver) -> bool
auto sendMsgRestart(LiveActor* receiver) -> bool
auto sendMsgCollisionImpulse(HitSensor* receiver, HitSensor* sender, sead::Vector3f*, const sead::Vector3f&, f32, const sead::Vector3f&, f32) -> bool
auto sendMsgSwitchOn(LiveActor* receiver) -> bool
auto sendMsgSwitchOnInit(LiveActor* receiver) -> bool
auto sendMsgSwitchOffInit(LiveActor* receiver) -> bool
auto sendMsgSwitchKillOn(LiveActor* receiver) -> bool
auto sendMsgSwitchKillOnInit(LiveActor* receiver) -> bool
auto sendMsgSwitchKillOffInit(LiveActor* receiver) -> bool
auto sendMsgPlayerFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender) -> bool
auto sendMsgAskSafetyPoint(HitSensor* receiver, HitSensor* sender, sead::Vector3f**) -> bool
auto sendMsgAskSafetyPointToColliderGround(LiveActor* receiver, HitSensor* sender, sead::Vector3f**) -> bool
auto sendMsgTouchAssist(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgTouchAssistTrig(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgTouchStroke(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgScreenPointInvalidCollisionParts(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgBlockUpperPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgBlockLowerPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgBlockItemGet(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKillerItemGet(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter) -> bool
auto sendMsgLightFlash(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgForceAbyss(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgIsNerveSupportFreeze(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgOnSyncSupportFreeze(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgOffSyncSupportFreeze(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgSwordAttackHighLeft(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgSwordAttackLowLeft(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgSwordAttackHighRight(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgSwordAttackLowRight(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgSwordAttackJumpUnder(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgSwordBeamAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgSwordBeamReflectAttack(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgShieldGuard(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgEnemyAttackKnockDown(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgAskMultiPlayerEnemy(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgItemGettable(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgKikkiThrow(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgIsKikkiThrowTarget(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerCloudGet(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgAutoJump(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerTouchShadow(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerPullOutShadow(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerAttackShadow(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerAttackShadowStrong(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgPlayerAttackChangePos(HitSensor* receiver, HitSensor* sender, sead::Vector3f* pos) -> bool
auto sendMsgAtmosOnlineLight(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgLightBurn(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgMoonLightBurn(HitSensor* receiver, HitSensor* sender) -> bool
auto sendMsgString(HitSensor* receiver, HitSensor* sender, const char* str) -> bool
auto sendMsgStringV4fPtr(HitSensor* receiver, HitSensor* sender, const char* str, sead::Vector4f* vec) -> bool
auto sendMsgStringV4fSensorPtr(HitSensor* receiver, HitSensor* sender, const char* str, sead::Vector4f* vec) -> bool
auto sendMsgStringVoidPtr(HitSensor* receiver, HitSensor* sender, const char* str, void* ptr) -> bool
auto isMsgPushAll(const SensorMsg* msg) -> bool
auto isMsgPush(const SensorMsg* msg) -> bool
auto isMsgPushStrong(const SensorMsg* msg) -> bool
auto isMsgPushVeryStrong(const SensorMsg* msg) -> bool
auto isMsgHoldReleaseAll(const SensorMsg* msg) -> bool
auto isMsgHoldCancel(const SensorMsg* msg) -> bool
auto isMsgPlayerRelease(const SensorMsg* msg) -> bool
auto isMsgPlayerReleaseBySwing(const SensorMsg* msg) -> bool
auto isMsgPlayerReleaseDead(const SensorMsg* msg) -> bool
auto isMsgPlayerReleaseDamage(const SensorMsg* msg) -> bool
auto isMsgPlayerReleaseDemo(const SensorMsg* msg) -> bool
auto isMsgItemGetDirectAll(const SensorMsg* msg) -> bool
auto isMsgPlayerItemGet(const SensorMsg* msg) -> bool
auto isMsgRideAllPlayerItemGet(const SensorMsg* msg) -> bool
auto isMsgPlayerTailAttack(const SensorMsg* msg) -> bool
auto isMsgItemGetByObjAll(const SensorMsg* msg) -> bool
auto isMsgBallItemGet(const SensorMsg* msg) -> bool
auto isMsgKickKouraItemGet(const SensorMsg* msg) -> bool
auto isMsgKillerItemGet(const SensorMsg* msg) -> bool
auto isMsgItemGetAll(const SensorMsg* msg) -> bool
auto isMsgFloorTouch(const SensorMsg* msg) -> bool
auto isMsgPlayerFloorTouch(const SensorMsg* msg) -> bool
auto isMsgEnemyFloorTouch(const SensorMsg* msg) -> bool
auto isMsgUpperPunch(const SensorMsg* msg) -> bool
auto isMsgPlayerUpperPunch(const SensorMsg* msg) -> bool
auto isMsgEnemyUpperPunch(const SensorMsg* msg) -> bool
auto isMsgPlayerTrample(const SensorMsg* msg) -> bool
auto isMsgPlayerTrampleReflect(const SensorMsg* msg) -> bool
auto isMsgPlayerHipDropAll(const SensorMsg* msg) -> bool
auto isMsgPlayerStatueDrop(const SensorMsg* msg) -> bool
auto isMsgPlayerObjHipDropAll(const SensorMsg* msg) -> bool
auto isMsgPlayerObjStatueDrop(const SensorMsg* msg) -> bool
auto isMsgPlayerObjHipDropReflectAll(const SensorMsg* msg) -> bool
auto isMsgPlayerObjStatueDropReflect(const SensorMsg* msg) -> bool
auto isMsgPlayerObjHipDropHighJump(const SensorMsg* msg) -> bool
auto isMsgPlayerHipDropKnockDown(const SensorMsg* msg) -> bool
auto isMsgPlayerObjStatueDropReflectNoCondition(const SensorMsg* msg) -> bool
auto isMsgPlayerStatueTouch(const SensorMsg* msg) -> bool
auto isMsgPlayerObjUpperPunch(const SensorMsg* msg) -> bool
auto isMsgPlayerRollingAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerRollingReflect(const SensorMsg* msg) -> bool
auto isMsgPlayerObjRollingAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerObjRollingAttackFailure(const SensorMsg* msg) -> bool
auto isMsgPlayerInvincibleAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerFireBallAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerRouteDokanFireBallAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerKick(const SensorMsg* msg) -> bool
auto isMsgPlayerCatch(const SensorMsg* msg) -> bool
auto isMsgPlayerSlidingAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerBoomerangAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerBoomerangAttackCollide(const SensorMsg* msg) -> bool
auto isMsgPlayerBoomerangReflect(const SensorMsg* msg) -> bool
auto isMsgPlayerBoomerangBreak(const SensorMsg* msg) -> bool
auto isMsgPlayerBodyAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerBodyLanding(const SensorMsg* msg) -> bool
auto isMsgPlayerBodyAttackReflect(const SensorMsg* msg) -> bool
auto isMsgPlayerClimbAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerSpinAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerGiantAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerCooperationHipDrop(const SensorMsg* msg) -> bool
auto isMsgPlayerClimbSlidingAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerClimbRollingAttack(const SensorMsg* msg) -> bool
auto isMsgPlayerGiantHipDrop(const SensorMsg* msg) -> bool
auto isMsgPlayerDisregard(const SensorMsg* msg) -> bool
auto isMsgPlayerDash(const SensorMsg* msg) -> bool
auto isMsgPlayerDamageTouch(const SensorMsg* msg) -> bool
auto isMsgPlayerFloorTouchBind(const SensorMsg* msg) -> bool
auto isMsgPlayerTouch(const SensorMsg* msg) -> bool
auto isMsgPlayerInvincibleTouch(const SensorMsg* msg) -> bool
auto isMsgPlayerGiantTouch(const SensorMsg* msg) -> bool
auto isMsgPlayerObjTouch(const SensorMsg* msg) -> bool
auto isMsgPlayerPutOnEquipment(const SensorMsg* msg) -> bool
auto isMsgPlayerReleaseEquipment(const SensorMsg* msg) -> bool
auto isMsgPlayerReleaseEquipmentGoal(const SensorMsg* msg) -> bool
auto isMsgPlayerCarryFront(const SensorMsg* msg) -> bool
auto isMsgPlayerCarryFrontWallKeep(const SensorMsg* msg) -> bool
auto isMsgPlayerCarryUp(const SensorMsg* msg) -> bool
auto isMsgPlayerCarryKeepDemo(const SensorMsg* msg) -> bool
auto isMsgPlayerCarryWarp(const SensorMsg* msg) -> bool
auto isMsgPlayerLeave(const SensorMsg* msg) -> bool
auto isMsgPlayerToss(const SensorMsg* msg) -> bool
auto isMsgEnemyAttack(const SensorMsg* msg) -> bool
auto isMsgEnemyAttackFire(const SensorMsg* msg) -> bool
auto isMsgEnemyAttackKnockDown(const SensorMsg* msg) -> bool
auto isMsgEnemyAttackBoomerang(const SensorMsg* msg) -> bool
auto isMsgEnemyAttackNeedle(const SensorMsg* msg) -> bool
auto isMsgEnemyItemGet(const SensorMsg* msg) -> bool
auto isMsgEnemyRouteDokanAttack(const SensorMsg* msg) -> bool
auto isMsgEnemyRouteDokanFire(const SensorMsg* msg) -> bool
auto isMsgExplosion(const SensorMsg* msg) -> bool
auto isMsgExplosionCollide(const SensorMsg* msg) -> bool
auto isMsgBindStart(const SensorMsg* msg) -> bool
auto isMsgBindInit(const SensorMsg* msg) -> bool
auto isMsgBindEnd(const SensorMsg* msg) -> bool
auto isMsgBindCancel(const SensorMsg* msg) -> bool
auto isMsgBindCancelByDemo(const SensorMsg* msg) -> bool
auto isMsgBindDamage(const SensorMsg* msg) -> bool
auto isMsgBindSteal(const SensorMsg* msg) -> bool
auto isMsgBindGiant(const SensorMsg* msg) -> bool
auto isMsgPressureDeath(const SensorMsg* msg) -> bool
auto isMsgNpcTouch(const SensorMsg* msg) -> bool
auto isMsgHit(const SensorMsg* msg) -> bool
auto isMsgHitStrong(const SensorMsg* msg) -> bool
auto isMsgHitVeryStrong(const SensorMsg* msg) -> bool
auto isMsgKnockDown(const SensorMsg* msg) -> bool
auto isMsgMapPush(const SensorMsg* msg) -> bool
auto isMsgVanish(const SensorMsg* msg) -> bool
auto isMsgChangeAlpha(const SensorMsg* msg) -> bool
auto isMsgShowModel(const SensorMsg* msg) -> bool
auto isMsgHideModel(const SensorMsg* msg) -> bool
auto isMsgRestart(const SensorMsg* msg) -> bool
auto isMsgEnemyTouch(const SensorMsg* msg) -> bool
auto isMsgEnemyTrample(const SensorMsg* msg) -> bool
auto isMsgMapObjTrample(const SensorMsg* msg) -> bool
auto isMsgNeedleBallAttack(const SensorMsg* msg) -> bool
auto isMsgPunpunFloorTouch(const SensorMsg* msg) -> bool
auto isMsgInvalidateFootPrint(const SensorMsg* msg) -> bool
auto isMsgKickKouraAttack(const SensorMsg* msg) -> bool
auto isMsgKickKouraAttackCollide(const SensorMsg* msg) -> bool
auto isMsgKickKouraReflect(const SensorMsg* msg) -> bool
auto isMsgKickKouraCollideNoReflect(const SensorMsg* msg) -> bool
auto isMsgKickKouraBreak(const SensorMsg* msg) -> bool
auto isMsgKickKouraBlow(const SensorMsg* msg) -> bool
auto isMsgKickStoneAttack(const SensorMsg* msg) -> bool
auto isMsgKickStoneAttackCollide(const SensorMsg* msg) -> bool
auto isMsgKickStoneAttackHold(const SensorMsg* msg) -> bool
auto isMsgKickStoneAttackReflect(const SensorMsg* msg) -> bool
auto isMsgKickStoneTrample(const SensorMsg* msg) -> bool
auto isMsgKillerAttack(const SensorMsg* msg) -> bool
auto isMsgLiftGeyser(const SensorMsg* msg) -> bool
auto isMsgWarpStart(const SensorMsg* msg) -> bool
auto isMsgWarpEnd(const SensorMsg* msg) -> bool
auto isMsgHoleIn(const SensorMsg* msg) -> bool
auto isMsgJumpInhibit(const SensorMsg* msg) -> bool
auto isMsgGoalKill(const SensorMsg* msg) -> bool
auto isMsgGoal(const SensorMsg* msg) -> bool
auto isMsgBallAttack(const SensorMsg* msg) -> bool
auto isMsgBallRouteDokanAttack(const SensorMsg* msg) -> bool
auto isMsgBallAttackHold(const SensorMsg* msg) -> bool
auto isMsgBallAttackDRCHold(const SensorMsg* msg) -> bool
auto isMsgBallAttackCollide(const SensorMsg* msg) -> bool
auto isMsgBallTrample(const SensorMsg* msg) -> bool
auto isMsgBallTrampleCollide(const SensorMsg* msg) -> bool
auto isMsgFireBallCollide(const SensorMsg* msg) -> bool
auto isMsgFireBallFloorTouch(const SensorMsg* msg) -> bool
auto isMsgDokanBazookaAttack(const SensorMsg* msg) -> bool
auto isMsgSwitchOn(const SensorMsg* msg) -> bool
auto isMsgSwitchOnInit(const SensorMsg* msg) -> bool
auto isMsgSwitchOffInit(const SensorMsg* msg) -> bool
auto isMsgSwitchKillOn(const SensorMsg* msg) -> bool
auto isMsgSwitchKillOnInit(const SensorMsg* msg) -> bool
auto isMsgSwitchKillOffInit(const SensorMsg* msg) -> bool
auto isMsgAskSafetyPoint(const SensorMsg* msg) -> bool
auto trySetAskSafetyPointFollowPos(const SensorMsg* msg, sead::Vector3f*) -> bool
auto isMsgTouchAssist(const SensorMsg* msg) -> bool
auto isMsgTouchAssistNoPat(const SensorMsg* msg) -> bool
auto isMsgTouchAssistTrig(const SensorMsg* msg) -> bool
auto isMsgTouchAssistTrigOff(const SensorMsg* msg) -> bool
auto isMsgTouchAssistTrigNoPat(const SensorMsg* msg) -> bool
auto isMsgTouchAssistBurn(const SensorMsg* msg) -> bool
auto isMsgTouchAssistAll(const SensorMsg* msg) -> bool
auto isMsgTouchCarryItem(const SensorMsg* msg) -> bool
auto isMsgTouchReleaseItem(const SensorMsg* msg) -> bool
auto isMsgTouchStroke(const SensorMsg* msg) -> bool
auto isMsgIsNerveSupportFreeze(const SensorMsg* msg) -> bool
auto isMsgOnSyncSupportFreeze(const SensorMsg* msg) -> bool
auto isMsgOffSyncSupportFreeze(const SensorMsg* msg) -> bool
auto isMsgScreenPointInvalidCollisionParts(const SensorMsg* msg) -> bool
auto isMsgBlockUpperPunch(const SensorMsg* msg) -> bool
auto isMsgBlockLowerPunch(const SensorMsg* msg) -> bool
auto isMsgBlockItemGet(const SensorMsg* msg) -> bool
auto isMsgPlayerKouraAttack(const SensorMsg* msg) -> bool
auto isMsgLightFlash(const SensorMsg* msg) -> bool
auto isMsgForceAbyss(const SensorMsg* msg) -> bool
auto isMsgSwordAttackHigh(const SensorMsg* msg) -> bool
auto isMsgSwordAttackHighLeft(const SensorMsg* msg) -> bool
auto isMsgSwordAttackHighRight(const SensorMsg* msg) -> bool
auto isMsgSwordAttackLow(const SensorMsg* msg) -> bool
auto isMsgSwordAttackLowLeft(const SensorMsg* msg) -> bool
auto isMsgSwordAttackLowRight(const SensorMsg* msg) -> bool
auto isMsgSwordBeamAttack(const SensorMsg* msg) -> bool
auto isMsgSwordBeamReflectAttack(const SensorMsg* msg) -> bool
auto isMsgSwordAttackJumpUnder(const SensorMsg* msg) -> bool
auto isMsgShieldGuard(const SensorMsg* msg) -> bool
auto isMsgAskMultiPlayerEnemy(const SensorMsg* msg) -> bool
auto isMsgItemGettable(const SensorMsg* msg) -> bool
auto isMsgKikkiThrow(const SensorMsg* msg) -> bool
auto isMsgIsKikkiThrowTarget(const SensorMsg* msg) -> bool
auto isMsgPlayerCloudGet(const SensorMsg* msg) -> bool
auto isMsgAutoJump(const SensorMsg* msg) -> bool
auto isMsgPlayerTouchShadow(const SensorMsg* msg) -> bool
auto isMsgPlayerPullOutShadow(const SensorMsg* msg) -> bool
auto isMsgPlayerAttackShadow(const SensorMsg* msg) -> bool
auto isMsgPlayerAttackShadowStrong(const SensorMsg* msg) -> bool
auto isMsgPlayerAttackChangePos(const SensorMsg* msg) -> bool
auto isMsgAtmosOnlineLight(const SensorMsg* msg) -> bool
auto isMsgLightBurn(const SensorMsg* msg) -> bool
auto isMsgMoonLightBurn(const SensorMsg* msg) -> bool
auto isMsgString(const SensorMsg* msg) -> bool
auto isMsgStringV4fPtr(const SensorMsg* msg) -> bool
auto isMsgStringV4fSensorPtr(const SensorMsg* msg) -> bool
auto isMsgStringVoidPtr(const SensorMsg* msg) -> bool
auto isMsgPlayerTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*) -> bool
auto isMsgPlayerTrampleReflectForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*) -> bool
auto isMsgPlayerUpperPunchForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*, f32) -> bool
auto isMsgKickStoneTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*) -> bool
auto sendMsgEnemyAttackForCrossoverSensor(HitSensor*, HitSensor*) -> bool
auto sendMsgEnemyAttackForCrossoverCylinderSensor(HitSensor*, HitSensor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto isSensorPlayer(const HitSensor*) -> bool
auto isSensorPlayerFoot(const HitSensor*) -> bool
auto isSensorPlayerDecoration(const HitSensor*) -> bool
auto isSensorPlayerEye(const HitSensor*) -> bool
auto isSensorPlayerOrPlayerWeapon(const HitSensor*) -> bool
auto isSensorCollision(const HitSensor*) -> bool
auto isSensorPlayerFireBall(const HitSensor*) -> bool
auto isSensorHoldObj(const HitSensor*) -> bool
auto isSensorLookAt(const HitSensor*) -> bool
auto isSensorBindableGoal(const HitSensor*) -> bool
auto isSensorBindableAllPlayer(const HitSensor*) -> bool
auto isSensorBindableBubbleOutScreen(const HitSensor*) -> bool
auto isSensorBindableKoura(const HitSensor*) -> bool
auto isSensorBindableRouteDokan(const HitSensor*) -> bool
auto isSensorBindableBubblePadInput(const HitSensor*) -> bool
auto isSensorBindable(const HitSensor*) -> bool
auto isSensorSimple(const HitSensor*) -> bool
void updateHitSensorsAll(LiveActor*)
auto isMySensor(const HitSensor*, const LiveActor*) -> bool
auto isSensorHitAnyPlane(const HitSensor*, const HitSensor*, const sead::Vector3f&) -> bool
auto isSensorHitRingShape(const HitSensor*, const HitSensor*, f32) -> bool
auto tryGetEnemyAttackFireMaterialCode(const char**, const SensorMsg*) -> bool
auto sendMsgPushAndKillVelocityToTarget(LiveActor*, HitSensor*, HitSensor*) -> bool
auto sendMsgPushAndKillVelocityToTargetH(LiveActor*, HitSensor*, HitSensor*) -> bool
auto pushAndAddVelocity(LiveActor*, const HitSensor*, const HitSensor*, f32) -> bool
auto pushAndAddVelocityH(LiveActor*, const HitSensor*, const HitSensor*, f32) -> bool
auto pushAndAddVelocityV(LiveActor*, const HitSensor*, const HitSensor*, f32) -> bool
auto tryReceiveMsgPushAndAddVelocity(LiveActor*, const SensorMsg*, const HitSensor*, const HitSensor*, f32) -> bool
auto tryReceiveMsgPushAndAddVelocityH(LiveActor*, const SensorMsg*, const HitSensor*, const HitSensor*, f32) -> bool
auto tryReceiveMsgPushAndCalcPushTrans(sead::Vector3f*, const SensorMsg*, const LiveActor*, const HitSensor*, const HitSensor*, f32) -> bool
auto sendMsgCollidePush(HitSensor*, HitSensor*, const sead::Vector3f&) -> bool
auto tryReceiveMsgCollidePush(sead::Vector3f*, const SensorMsg*) -> bool
auto getChangeAlphaValue(const SensorMsg*) -> f32
auto getBindInitType(const SensorMsg*) -> u32
auto getMsgString(const SensorMsg*) -> const char*
auto getMsgStringV4fPtr(const SensorMsg*, sead::Vector4f**) -> const char*
auto getMsgStringV4fSensorPtr(const SensorMsg*, sead::Vector4f, HitSensor**) -> const char*
auto getMsgStringVoidPtr(const SensorMsg*, void**) -> const char*
auto getPlayerReleaseEquipmentGoalType(const SensorMsg*) -> u32
template<typename T>
auto createActorFunction(const char* actorName) -> LiveActor*
auto getSubActorInfo(const LiveActor* actor, s32 index) -> SubActorInfo*
auto getSubActorInfo(const LiveActor* actor, const LiveActor* subActor) -> SubActorInfo*
auto isExistSubActorKeeper(const LiveActor* actor) -> bool
auto getSubActor(const LiveActor* actor, const char* subActorName) -> LiveActor*
auto tryGetSubActor(const LiveActor* actor, const char* subActorName) -> LiveActor*
auto getSubActor(const LiveActor* actor, s32 index) -> LiveActor*
auto getSubActorNum(const LiveActor* actor) -> s32
void offSyncClippingSubActor(LiveActor* actor, const LiveActor* subActor)
void offSyncClippingSubActor(LiveActor* actor, const char* subActorName)
void offSyncClippingSubActorAll(LiveActor* actor)
void onSyncClippingSubActor(LiveActor* actor, const LiveActor* subActor)
void onSyncClippingSubActor(LiveActor* actor, const char* subActorName)
void onSyncClippingSubActorAll(LiveActor* actor)
void offSyncAppearSubActor(LiveActor* actor, const LiveActor* subActor)
void offSyncAppearSubActor(LiveActor* actor, const char* subActorName)
void offSyncAppearSubActorAll(LiveActor* actor)
void onSyncAppearSubActor(LiveActor* actor, const LiveActor* subActor)
void onSyncAppearSubActor(LiveActor* actor, const char* subActorName)
void onSyncAppearSubActorAll(LiveActor* actor)
void offSyncHideSubActor(LiveActor* actor, const LiveActor* subActor)
void offSyncHideSubActor(LiveActor* actor, const char* subActorName)
void offSyncHideSubActorAll(LiveActor* actor)
void onSyncHideSubActor(LiveActor* actor, const LiveActor* subActor)
void onSyncHideSubActor(LiveActor* actor, const char* subActorName)
void onSyncHideSubActorAll(LiveActor* actor)
auto isSyncHideSubActor(const LiveActor* actor, const LiveActor* subActor) -> bool
void offSyncAlphaMaskSubActor(LiveActor* actor, const LiveActor* subActor)
void offSyncAlphaMaskSubActor(LiveActor* actor, const char* subActorName)
void offSyncAlphaMaskSubActorAll(LiveActor* actor)
void onSyncAlphaMaskSubActor(LiveActor* actor, const LiveActor* subActor)
void onSyncAlphaMaskSubActor(LiveActor* actor, const char* subActorName)
void onSyncAlphaMaskSubActorAll(LiveActor* actor)
auto isSyncAlphaMaskSubActor(const LiveActor* actor, const LiveActor* subActor) -> bool
void startActionSubActor(const LiveActor* actor, const char* subActorName, const char* action)
auto isActionEndSubActor(const LiveActor* actor, const char* subActorName) -> bool
auto isActionPlayingSubActor(const LiveActor* actor, const char* subActorName, const char* action) -> bool
auto isActionOneTimeSubActor(const LiveActor* actor, const char* subActorName) -> bool
auto isActionOneTimeSubActor(const LiveActor* actor, const char* subActorName, const char* action) -> bool
auto tryStartActionSubActorAll(const LiveActor* actor, const char* action) -> bool
void makeActorDeadSubActorAll(const LiveActor* actor)
void tryValidateCollisionPartsSubActorAll(LiveActor* actor)
void tryInvalidateCollisionPartsSubActorAll(LiveActor* actor)
static void syncStageSwitchMakeActorDead(LiveActor* actor)
auto calcChildStepCount(const ActorInitInfo& info) -> s32
void tryInitSubActorKeeperChildStep(LiveActor* actor, const ActorInitInfo& info)
void createChildStep(const ActorInitInfo& info, LiveActor* parent, bool isSyncClipping)
void registerConveyerSteps(DeriveActorGroup<ConveyerStep>* conveyerStepGroup, const ActorInitInfo& info)
auto isGreaterThanOrEqualToZero(f32 val) -> bool
void calcWorldPosFromGridIndex(sead::Vector3f* out, const sead::Matrix34f& matrix, const sead::Vector3i& in)
void calcGridIndexFromWorldPos(sead::Vector3i* out, const sead::Matrix34f& matrix, const sead::Vector3f& in)
auto calcGridIndexNext(const sead::Vector3f&, s32) -> sead::Vector3f
auto calcDegreeDirIndexSignedX(s32 index) -> f32
auto calcDegreeDirIndexSignedY(s32 index) -> f32
auto calcDegreeDirIndexSignedZ(s32 index) -> f32
auto calcDirIndexNearXY(const sead::Vector3i&, const sead::Vector3i&) -> f32
auto signDirIndexX(s32) -> f32
auto signDirIndexY(s32) -> f32
auto signDirIndexZ(s32) -> f32
void calcGridMinMaxFromOBB(sead::Vector3i*, sead::Vector3i*, const sead::Matrix34f&, const sead::Matrix34f&, const sead::BoundBox3f&)
void expandGridFromOBB(sead::Vector3i*, sead::Vector3i*, const sead::Matrix34f&, const sead::Matrix34f&, const sead::BoundBox3f&)
auto calcAngleRadian(const sead::Vector3f& a, const sead::Vector3f& b) -> f32
auto calcAngleDegree(const sead::Vector3f& a, const sead::Vector3f& b) -> f32
auto calcAngleDegree(const sead::Vector2f& a, const sead::Vector2f& b) -> f32
auto isNearZero(const sead::Vector2f& vec, f32 tolerance) -> bool
auto tryCalcAngleDegree(f32* out, const sead::Vector3f& a, const sead::Vector3f& b) -> bool
auto isNearZero(const sead::Vector3f& vec, f32 tolerance) -> bool
auto calcAngleOnPlaneRadian(const sead::Vector3f& a, const sead::Vector3f& b, const sead::Vector3f& vertical) -> f32
void verticalizeVec(sead::Vector3f* out, const sead::Vector3f& vertical, const sead::Vector3f& vec)
auto calcAngleOnPlaneDegree(const sead::Vector3f& a, const sead::Vector3f& b, const sead::Vector3f& vertical) -> f32
auto calcAngleOnPlaneDegreeOrZero(const sead::Vector3f& a, const sead::Vector3f& b, const sead::Vector3f& vertical) -> f32
auto isParallelDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance) -> bool
auto calcAngleSignOnPlane(const sead::Vector3f& a, const sead::Vector3f& b, const sead::Vector3f& vertical) -> s32
auto isNearAngleRadian(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance) -> bool
void normalize(sead::Vector2f* out, const sead::Vector2f& vec)
auto isNearAngleRadian(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance) -> bool
void normalize(sead::Vector3f* out, const sead::Vector3f& vec)
auto isNearAngleDegree(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance) -> bool
auto isNearAngleDegree(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance) -> bool
auto tryNormalizeOrZero(sead::Vector3f* vec) -> bool
auto tryNormalizeOrZero(sead::Vector3f* out, const sead::Vector3f& vec) -> bool
auto isNearAngleDegreeHV(const sead::Vector3f& a, const sead::Vector3f& b, const sead::Vector3f& c, f32 d, f32 e) -> bool
auto isNear(f32 value, f32 target, f32 tolerance) -> bool
auto isNear(const sead::Vector2f& value, const sead::Vector2f& target, f32 tolerance) -> bool
auto isNear(const sead::Vector3f& value, const sead::Vector3f& target, f32 tolerance) -> bool
auto isNear(const sead::Color4f& value, const sead::Color4f& target, f32 tolerance) -> bool
auto isNearZero(f32 value, f32 tolerance) -> bool
auto isNearZero(const sead::Matrix34f& value, f32 tolerance) -> bool
auto isNearZeroOrGreater(f32 value, f32 tolerance) -> bool
auto isNearZeroOrLess(f32 value, f32 tolerance) -> bool
auto isExistNearZeroVal(const sead::Vector3f& vec, f32 tolerance) -> bool
auto isNormalize(const sead::Vector3f& vec, f32 tolerance) -> bool
auto isParallelDirection(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance) -> bool
auto isNearDirection(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance) -> bool
auto isInRange(s32 x, s32 a, s32 b) -> bool
auto isInRange(f32 x, f32 a, f32 b) -> bool
void normalize(sead::Vector2f* vec)
void normalize(sead::Vector3f* vec)
void normalize(sead::Matrix33f* mtx)
void normalize(sead::Matrix34f* mtx)
auto tryNormalizeOrZero(sead::Vector2f* vec) -> bool
auto tryNormalizeOrZero(sead::Vector2f* out, const sead::Vector2f& vec) -> bool
auto tryNormalizeOrDirZ(sead::Vector3f* vec) -> bool
auto tryNormalizeOrDirZ(sead::Vector3f* out, const sead::Vector3f& vec) -> bool
auto getMaxAbsElementIndex(const sead::Vector3f& vec) -> u32
void setLength(sead::Vector3f* vec, f32 length)
void setProjectionLength(sead::Vector3f* out, const sead::Vector3f& vec, f32 length)
auto limitLength(sead::Vector2f* out, const sead::Vector2f& vec, f32 limit) -> bool
auto limitLength(sead::Vector3f* out, const sead::Vector3f& vec, f32 limit) -> bool
auto normalizeAbs(f32 x, f32 min, f32 max) -> f32
auto normalize(f32 x, f32 min, f32 max) -> f32
auto normalize(s32 x, s32 min, s32 max) -> f32
auto sign(f32 x) -> f32
auto sign(s32 x) -> s32
auto cubeRoot(f32 x) -> f32
void clampV3f(sead::Vector3f* out, const sead::Vector3f& min, const sead::Vector3f& max)
void clampV2f(sead::Vector2f* out, const sead::Vector2f& min, const sead::Vector2f& max)
auto easeIn(f32 t) -> f32
auto easeOut(f32 t) -> f32
auto easeInOut(f32 t) -> f32
auto squareIn(f32 t) -> f32
auto squareOut(f32 t) -> f32
auto powerIn(f32 t, f32 exp) -> f32
auto powerOut(f32 t, f32 exp) -> f32
auto logarithmIn(f32 t, f32 base) -> f32
auto logarithmOut(f32 t, f32 base) -> f32
auto exponentIn(f32 t, f32 exp) -> f32
auto exponentOut(f32 t, f32 exp) -> f32
auto hermiteRate(f32 t, f32 m0, f32 m1) -> f32
auto calcFourthOrderRate(f32 t, f32 scale) -> f32
auto calcTriangleWave01(f32 t, f32 period) -> f32
auto calcTriangleWave(f32 t, f32 min, f32 max, f32 period) -> f32
auto lerpValue(f32 a, f32 b, f32 t) -> f32
auto calcRate01(f32 t, f32 min, f32 max) -> f32
auto easeByType(f32 t, s32 easeType) -> f32
auto hermite(f32 y0, f32 m0, f32 y1, f32 m1, f32 t) -> f32
auto hermite(f32 y0, f32 m0, f32 y1, f32 m1, f32 t, f32 width) -> f32
auto reverseBit8(u8 x) -> u8
auto reverseBit16(u16 x) -> u16
auto reverseBit32(u32 x) -> u32
auto calcVanDerCorput(u32 x) -> f32
void calcHammersleyPoint(sead::Vector2f* outPoint, u32 i, u32 num)
auto getRandom() -> f32
auto getRandom(f32 factor) -> f32
auto getRandom(f32 min, f32 max) -> f32
auto getRandom(s32 factor) -> s32
auto getRandom(s32 min, s32 max) -> s32
auto getRandomDegree() -> f32
auto getRandomRadian() -> f32
void getRandomVector(sead::Vector3f* vec, f32 factor)
void getRandomDir(sead::Vector3f* vec)
auto modf(f32 a, f32 b) -> f32
auto modi(s32 a, s32 b) -> s32
auto calcSpeedMax(f32 accel, f32 friction) -> f32
auto calcAccel(f32 speed, f32 friction) -> f32
auto calcFriction(f32 accel, f32 speed) -> f32
auto round(f32 v) -> f32
void roundOffVec(sead::Vector3f* outVec, const sead::Vector3f& vec)
void roundOffVec(sead::Vector3f* vec)
void roundOffVec(sead::Vector2f* outVec, const sead::Vector2f& vec)
void roundOffVec(sead::Vector2f* vec)
auto snapToGrid(f32 val, f32 gridSize, f32 offset) -> f32
void snapVecToGrid(sead::Vector3f* outVec, const sead::Vector3f& vec, f32 gridSize, const sead::Vector3f& offset)
void snapVecToGrid(sead::Vector3f* outVec, const sead::Vector3f& vec, const sead::Vector3f& gridSize, const sead::Vector3f& offset)
void limitVectorOppositeDir(sead::Vector3f* outVec, const sead::Vector3f& inVec, const sead::Vector3f& dir, f32 scale)
void scaleVectorDirection(sead::Vector3f* outVec, const sead::Vector3f& inVec, const sead::Vector3f& dir, f32 scale)
void scaleVectorExceptDirection(sead::Vector3f* outVec, const sead::Vector3f& inVec, const sead::Vector3f& dir, f32 scale)
auto calcDir(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB) -> bool
auto calcDirH(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB) -> bool
auto calcDirOnPlane(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB, const sead::Vector3f& plane) -> bool
auto mapRangeLogarithmic(f32 x, f32 min, f32 max, f32 start, f32 end, f32 exponent) -> f32
void calcDirFromLongitudeLatitude(sead::Vector3f* outVec, f32 longitude, f32 latitude)
void calcLongitudeLatitudeFromDir(f32* longitude, f32* latitude, const sead::Vector3f& dir)
auto getMaxAbsElementIndex(const sead::Vector3i& vec) -> u32
auto getMaxAbsElementValue(const sead::Vector3f& vec) -> f32
auto getMaxAbsElementValue(const sead::Vector3i& vec) -> s32
auto getMinAbsElementIndex(const sead::Vector3f& vec) -> u32
auto getMinAbsElementIndex(const sead::Vector3i& vec) -> u32
auto getMinAbsElementValue(const sead::Vector3f& vec) -> f32
auto getMinAbsElementValue(const sead::Vector3i& vec) -> s32
void makeQuatFromTwoAxis(sead::Quatf* outQuat, const sead::Vector3f& vectorA, const sead::Vector3f& vectorB, s32 axisA, s32 axisB)
void makeQuatFrontUp(sead::Quatf* outQuat, const sead::Vector3f& front, const sead::Vector3f& up)
void makeQuatFrontSide(sead::Quatf* outQuat, const sead::Vector3f& front, const sead::Vector3f& side)
void makeQuatFrontNoSupport(sead::Quatf* outQuat, const sead::Vector3f& front)
void makeQuatUpFront(sead::Quatf* outQuat, const sead::Vector3f& up, const sead::Vector3f& front)
void makeQuatUpSide(sead::Quatf* outQuat, const sead::Vector3f& up, const sead::Vector3f& side)
void makeQuatUpNoSupport(sead::Quatf* outQuat, const sead::Vector3f& up)
void makeQuatSideUp(sead::Quatf* outQuat, const sead::Vector3f& side, const sead::Vector3f& up)
void makeQuatSideFront(sead::Quatf* outQuat, const sead::Vector3f& side, const sead::Vector3f& front)
void makeQuatSideNoSupport(sead::Quatf* outQuat, const sead::Vector3f& side)
void rotateQuatRadian(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vec, f32 angle)
void makeQuatXDegree(sead::Quatf* outQuat, f32 angle)
void makeQuatYDegree(sead::Quatf* outQuat, f32 angle)
void makeQuatZDegree(sead::Quatf* outQuat, f32 angle)
void rotateQuatXDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle)
void rotateQuatYDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle)
void rotateQuatZDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle)
void rotateQuatLocalDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, s32 axis, f32 angle)
void rotateQuatMoment(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vec)
void rotateQuatMomentDegree(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vec)
void rotateQuatRollBall(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vecA, const sead::Vector3f& vecB, f32 scale)
void calcMomentRollBall(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB, f32 scale)
void calcCirclePointPicking(sead::Vector2f* outPoint, f32 x, f32 y)
void pickUniformPointsOnCircleHammersley(sead::Vector2f* outPoint, u32 x, u32 y)
void calcDiskPointPicking(sead::Vector2f* outPoint, f32 radius, f32 angle)
void pickUniformPointsOnDiskHammersley(sead::Vector2f* outPoint, u32 x, u32 y)
void pickUniformPointOnDisk(sead::Vector2f* outPoint)
void calcSpherePointPicking(sead::Vector3f* outPoint, f32 x, f32 y)
void pickUniformPointOnSphere(sead::Vector3f* outPoint)
void calcParabolicFunctionParam(f32* gravity, f32* initialVelY, f32 maxHeight, f32 verticalDistance)
template<typename T>
auto clamp(T value, T min, T max) -> T
auto tryCalcAngleOnPlaneDegree(f32* angle, const sead::Vector3f& a, const sead::Vector3f& b, const sead::Vector3f& vertical) -> bool
auto isNearAngleRadianHV(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32, f32) -> bool
auto isInAngleOnPlaneDegreeHV(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32, f32, f32, f32) -> bool
auto isNormalize(const sead::Matrix34f& mtx) -> bool
auto isReverseDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance = 0.01f) -> bool
auto isNearDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance = 0.01f) -> bool
void normalizeComplement(sead::Matrix34f* mtx)
auto lerpValue(f32, f32, f32, f32, f32) -> f32
auto lerpDegree(f32, f32, f32) -> f32
auto lerpRadian(f32, f32, f32) -> f32
void lerpVec(sead::Vector2f*, const sead::Vector2f&, const sead::Vector2f&, f32)
void lerpVec(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32)
void lerpVecHV(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32, f32)
void separateVectorHV(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&)
void lerpColor(sead::Color4f*, const sead::Color4f&, const sead::Color4f&, f32)
auto lerpLogValueEaseIn(f32, f32, f32, f32) -> f32
auto lerpLogValueEaseOut(f32, f32, f32, f32) -> f32
void lerpLogVecEaseIn(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32, f32)
void lerpLogVecEaseOut(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32, f32)
auto lerpExponentValueEaseIn(f32, f32, f32, f32) -> f32
auto lerpExponentValueEaseOut(f32, f32, f32, f32) -> f32
void lerpExponentVecEaseIn(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32, f32)
void lerpExponentVecEaseOut(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32, f32)
auto clampLeapMinAbs(f32, f32, f32, f32) -> f32
void hermiteVec(sead::Vector3f* out, const sead::Vector3f& p0, const sead::Vector3f& v0, const sead::Vector3f& p1, const sead::Vector3f& v1, f32 t)
auto converge(s32, s32, s32) -> s32
auto converge(f32, f32, f32) -> f32
auto convergeDegree(f32, f32, f32) -> f32
auto convergeRadian(f32, f32, f32) -> f32
void convergeVec(sead::Vector2f*, const sead::Vector2f&, const sead::Vector2f&, f32)
void convergeVec(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32)
auto diffNearAngleDegree(f32, f32) -> f32
auto isInRangeAngleDegree(f32, f32, f32) -> bool
auto calcEyesAnimAngleInRange(f32*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32, f32, f32, f32) -> bool
auto isSameSign(f32, f32) -> bool
auto findMaxFromArray(const s32*, s32) -> s32
void separateMinMax(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&)
auto findMinFromArray(const s32*, s32) -> s32
void getRandomDirH(sead::Vector3f*, const sead::Vector3f&)
void rotateVectorDegree(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32)
void getRandomOnCircle(sead::Vector2f*, f32)
void getRandomInCircle(sead::Vector2f*, f32)
void getRandomInCircleMinMaxRadius(sead::Vector2f*, f32, f32)
void getRandomInCircle(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32)
void getRandomOnSphere(sead::Vector3f*, f32)
void getRandomInSphere(sead::Vector3f*, f32)
auto calcRandomDirInCone(sead::Vector3f*, const sead::Vector3f&, f32) -> bool
void getRandomInSphereMinMaxRadius(sead::Vector3f*, f32, f32)
void initRandomSeed(u32)
void initRandomSeedByTick()
void initRandomSeedByString(const char*)
auto isHalfProbability() -> bool
auto isPercentProbability(f32) -> bool
void getRandomContext(u32*, u32*, u32*, u32*)
void setRandomContext(u32, u32, u32, u32)
void makeRandomDirXZ(sead::Vector3f*)
auto calcBoxMullerRandomGauss() -> f32
void makeBoxMullerRandomGauss(sead::Vector2f*, f32, f32)
auto separateScalarAndDirection(f32*, sead::Vector2f*, const sead::Vector2f&) -> bool
auto separateScalarAndDirection(f32*, sead::Vector3f*, const sead::Vector3f&) -> bool
void limitVectorSeparateHV(sead::Vector3f*, const sead::Vector3f&, f32, f32)
void parallelizeVec(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&)
void calcVectorSeparateHV(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32, f32)
void limitVectorParallelVertical(sead::Vector3f*, const sead::Vector3f&, f32, f32)
void separateVectorParallelVertical(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&)
auto addVectorLimit(sead::Vector3f*, const sead::Vector3f&, f32) -> bool
void alongVectorNormalH(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&)
auto calcDistanceVecToPlane(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> f32
void limitPlanePos(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&)
auto limitCylinderInPos(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto limitCylinderInDir(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> bool
auto limitCylinderInPos(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto limitCylinderInDir(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> bool
void snapVecToDirAxisY(sead::Vector3f*, const sead::Vector3f&, s32)
auto calcNearVecFromAxis2(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> Axis
auto calcNearVecFromAxis3(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> Axis
void calcDirVerticalAny(sead::Vector3f*, const sead::Vector3f&)
void calcDirSlide(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&)
auto calcNearVecFromAxis3(sead::Vector3f*, const sead::Vector3f&, const sead::Quatf&) -> Axis
void calcQuatLocalAxisAll(const sead::Quatf&, sead::Vector3f*, sead::Vector3f*, sead::Vector3f*)
void addRandomVector(sead::Vector3f*, const sead::Vector3f&, f32)
void turnRandomVector(sead::Vector3f*, const sead::Vector3f&, f32)
void makeAxisFrontUp(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&)
void makeAxisFrontSide(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&)
void makeAxisUpFront(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&)
void makeAxisUpSide(sead::Vector3f*, sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&)
void makeQuatFromToQuat(sead::Quatf*, const sead::Quatf&, const sead::Quatf&)
void makeQuatRotationRate(sead::Quatf*, const sead::Vector3f&, const sead::Vector3f&, f32)
auto makeQuatRotationLimit(sead::Quatf*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
void makeQuatAxisRotation(sead::Quatf*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32)
void makeQuatRotateDegree(sead::Quatf*, const sead::Vector3f&, f32)
void slerpQuat(sead::Quatf*, const sead::Quatf&, const sead::Quatf&, f32)
void calcQuatSide(sead::Vector3f* out, const sead::Quatf& quat)
void calcQuatUp(sead::Vector3f* out, const sead::Quatf& quat)
void calcQuatGravity(sead::Vector3f* out, const sead::Quatf& quat)
void calcQuatFront(sead::Vector3f* out, const sead::Quatf& quat)
auto calcQuatUpY(const sead::Quatf&) -> f32
auto calcQuatFrontY(const sead::Quatf&) -> f32
void calcQuatLocalAxis(sead::Vector3f*, const sead::Quatf&, s32)
void calcQuatLocalSignAxis(sead::Vector3f*, const sead::Quatf&, s32)
void calcQuatRotateDegree(sead::Vector3f*, const sead::Quatf&)
void calcQuatRotateRadian(sead::Vector3f*, const sead::Quatf&)
void calcQuatRotateAxisAndDegree(sead::Vector3f*, f32*, const sead::Quatf&)
void calcQuatRotateAxisAndDegree(sead::Vector3f*, f32*, const sead::Quatf&, const sead::Quatf&)
auto turnQuat(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto turnQuatXDirRadian(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
auto turnQuatYDirRadian(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
auto turnQuatZDirRadian(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
void turnQuatXDirRate(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32)
void turnQuatYDirRate(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32)
void turnQuatZDirRate(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32)
void tiltQuatDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, const sead::Vector3f&, f32)
void tiltQuatXDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32)
void tiltQuatYDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32)
void tiltQuatZDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32)
auto turnQuatWithAxisDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto turnQuatXDirWithYDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
auto turnQuatXDirWithZDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
auto turnQuatYDirWithZDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
auto turnQuatYDirWithXDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
auto turnQuatZDirWithXDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
auto turnQuatZDirWithYDirDegree(sead::Quatf*, const sead::Quatf&, const sead::Vector3f&, f32) -> bool
auto turnQuatZDirToTargetWithAxis(sead::Quatf*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto turnQuatFrontToDirDegreeH(sead::Quatf*, const sead::Vector3f&, f32) -> bool
void rotateQuatAndTransDegree(sead::Quatf*, sead::Vector3f*, const sead::Quatf&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32)
auto turnVecToVecDegree(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
void turnVecToVecRate(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32)
auto turnVecToVecCos(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32, const sead::Vector3f&, f32) -> bool
auto turnVecToVecCosOnPlane(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto turnVecToVecCosOnPlane(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
void rotateVectorCenterDegree(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32)
void rotateVectorDegreeX(sead::Vector3f*, f32)
void rotateVectorDegreeY(sead::Vector3f*, f32)
void rotateVectorDegreeZ(sead::Vector3f*, f32)
void rotateVectorQuat(sead::Vector3f*, const sead::Quatf&)
auto calcAreaTriangle(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> f32
void createBoundingBox(const sead::Vector3f*, u32, sead::Vector3f*, sead::Vector3f*)
void updateBoundingBox(sead::Vector3f, sead::Vector3f*, sead::Vector3f*)
auto calcDistanceToFarthestBoundingBoxVertex(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> f32
void calcSphereMargeSpheres(sead::Vector3f*, f32*, const sead::Vector3f&, f32, const sead::Vector3f&, f32)
auto calcCrossLinePoint(sead::Vector2f*, const sead::Vector2f&, const sead::Vector2f&, const sead::Vector2f&, const sead::Vector2f&) -> bool
auto calcSquaredDistanceSegmentToSegment(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, sead::Vector3f*, sead::Vector3f*) -> f32
auto calcSquaredDistancePointToSegment(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> f32
auto calcDistancePointToSegment(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> f32
void calcPerpendicFootToLineInside(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&)
void calcClosestSegmentPoint(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&)
auto calcCylinderRadiusDot(const sead::Vector3f&, const sead::Vector3f&, f32) -> f32
auto checkHitSemilinePlane(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> bool
auto checkHitSegmentPlane(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, bool) -> bool
auto checkHitLinePlane(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> bool
auto checkHitSegmentSphere(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32, sead::Vector3f*, sead::Vector3f*) -> bool
auto checkHitSegmentSphereNearDepth(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32, sead::Vector3f*, sead::Vector3f*) -> bool
auto checkInCylinder(const sead::Vector3f&, const sead::Vector3f&, f32, const sead::Vector3f&, f32) -> bool
auto checkHitSegmentCylinder(const sead::Vector3f&, f32, const sead::Vector3f&, f32, const sead::Vector3f&, const sead::Vector3f&, sead::Vector3f*, sead::Vector3f*) -> bool
auto checkHitHalfLineSphere(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto checkHitSegmentBox(const sead::Vector3f&, const sead::Vector3f&, const sead::BoundBox3f&, sead::Vector3f*) -> bool
auto checkHitPointCone(const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32, f32) -> bool
auto checkHitSphereCone(const sead::Vector3f&, f32, const sead::Vector3f&, const sead::Vector3f&, f32, f32) -> bool
auto checkHitSphereSpotLight(const sead::Vector3f&, f32, const sead::Vector3f&, const sead::Vector3f&, f32, f32) -> bool
auto calcBoundingSphereSpotLight(sead::Vector3f*, f32*, const sead::Vector3f&, const sead::Vector3f&, f32, f32) -> bool
void calcBoundingSphereBox3f(sead::Vector3f*, f32*, const sead::BoundBox3f&)
void calcArrowAabb(sead::BoundBox3f*, const sead::Vector3f&, const sead::Vector3f&)
auto isNearCollideSphereAabb(const sead::Vector3f&, f32, const sead::BoundBox3f&) -> bool
void calcBoxFacePoint(sead::Vector3f[4], const sead::BoundBox3f&, Axis)
void calcBoxFacePoint(sead::Vector3f[4], const sead::BoundBox3f&, Axis, const sead::Matrix34f&)
void calcBoxFacePoint(sead::Vector3f[4], const sead::BoundBox3f&, Axis, const sead::Quatf&, const sead::Vector3f&)
void calcFittingBoxPoseEqualAxisAll(sead::Quatf*, const sead::Quatf&, const sead::Quatf&)
void calcFittingBoxPoseEqualAxisNone(sead::Quatf*, const sead::Quatf&, const sead::Quatf&)
void calcFittingBoxPoseEqualAxisTwo(sead::Quatf*, const sead::Quatf&, const sead::Quatf&, s32)
void calcFittingBoxPose(sead::Quatf*, const sead::BoundBox3f&, const sead::Quatf&, const sead::Quatf&)
auto calcSquaredDistanceToObb(const sead::Vector3f&, const sead::Matrix34f&, const sead::Vector3f&) -> f32
auto calcDistanceToObb(const sead::Vector3f&, const sead::Matrix34f&, const sead::Vector3f&) -> f32
auto calcSquaredDistanceToObb(const sead::Vector3f&, const sead::Matrix34f&, const sead::Vector3f&, const sead::BoundBox3f&) -> f32
auto calcDistanceToObb(const sead::Vector3f&, const sead::Matrix34f&, const sead::Vector3f&, const sead::BoundBox3f&) -> f32
auto calcSquaredDistanceToObb(const sead::Vector3f&, const sead::Matrix34f&) -> f32
auto calcDistanceToObb(const sead::Vector3f&, const sead::Matrix34f&) -> f32
void calcObbCorners(sead::Vector3f*, const sead::Matrix34f&, const sead::BoundBox3f&)
auto calcTriangleInteriorAngleDegree(f32*, f32*, f32*, f32, f32, f32) -> bool
auto calcBetweenTwoLinkMtx(sead::Matrix34f*, sead::Matrix34f*, sead::Matrix34f*, const sead::Vector3f&, const sead::Vector3f&, f32, f32) -> bool
auto calcBetweenTwoLinkPos(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, f32, f32, const sead::Vector3f&) -> bool
auto calcReflectionVector(sead::Vector3f*, const sead::Vector3f&, f32, f32) -> bool
void calcReverseVector(sead::Vector3f*, const sead::Vector3f&, f32)
auto calcConvergeVibrationValue(f32, f32, f32, f32, f32) -> f32
auto calcSphericalPolarCoordPY(sead::Vector2f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&) -> bool
void calcBezierPoint(sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32)
auto calcSpringDumperForce(f32, f32, f32, f32) -> f32
auto convertSpringEnergyToSpeed(f32, f32, f32) -> f32
auto axisIndexToString(s32) -> const char*
void visitCellsOverlapped(const sead::Vector3f&, const sead::Vector3f&, f32, const VisitCellCallBack&)
auto calcMultValueToDestination(u32, f32, f32) -> f32
auto getHaltonSequence(u32, u32) -> f32
auto calcFractal(f32, f32, u32, f32, f32, f32, bool) -> f32
auto calcMultiFractal(f32, f32, f32, u32, f32, f32, f32, bool) -> f32
auto calcNormalDistribution(f32, f32, f32) -> f32
auto calcVecViewInput(sead::Vector3f*, const sead::Vector2f&, const sead::Vector3f&, const sead::Matrix34f*) -> bool
auto calcDirViewInput(sead::Vector3f*, const sead::Vector2f&, const sead::Vector3f&, const sead::Matrix34f*) -> bool
auto calcVecViewInput2D(sead::Vector3f*, const sead::Vector2f&, const sead::Vector3f&, const sead::Matrix34f*) -> bool
auto calcDirViewInput2D(sead::Vector3f*, const sead::Vector2f&, const sead::Vector3f&, const sead::Matrix34f*) -> bool
void calcBendPosAndFront(sead::Vector3f*, sead::Vector3f*, sead::Vector3f&, f32, const sead::Vector3f&, const sead::Vector3f&, f32)
void pickUniformPointsOnCircleHammersley(sead::Vector2f* outPoint, f32 x, f32 y)
void makeBayerMatrix(s32*, s32)
auto f32ToF16(f32) -> u16
auto f16ToF32(u16) -> f32
void makeMtxRotateTrans(sead::Matrix34f* outMtx, const sead::Vector3f& rotate, const sead::Vector3f& trans)
void makeMtxFromTwoAxis(sead::Matrix34f* outMtx, const sead::Vector3f& vectorA, const sead::Vector3f& vectorB, s32 axisA, s32 axisB)
void makeMtxFrontUp(sead::Matrix34f* outMtx, const sead::Vector3f& front, const sead::Vector3f& up)
void makeMtxFrontSide(sead::Matrix34f* outMtx, const sead::Vector3f& front, const sead::Vector3f& side)
void makeMtxUpFront(sead::Matrix34f* outMtx, const sead::Vector3f& up, const sead::Vector3f& front)
void makeMtxUpSide(sead::Matrix34f* outMtx, const sead::Vector3f& up, const sead::Vector3f& side)
void makeMtxSideUp(sead::Matrix34f* outMtx, const sead::Vector3f& side, const sead::Vector3f& up)
void makeMtxSideFront(sead::Matrix34f* outMtx, const sead::Vector3f& side, const sead::Vector3f& front)
void makeMtxFrontNoSupport(sead::Matrix34f* outMtx, const sead::Vector3f& front)
void makeMtxFrontNoSupportPos(sead::Matrix34f* outMtx, const sead::Vector3f& front, const sead::Vector3f& pos)
void makeMtxUpNoSupport(sead::Matrix34f* outMtx, const sead::Vector3f& up)
void makeMtxUpNoSupportPos(sead::Matrix34f* outMtx, const sead::Vector3f& up, const sead::Vector3f& pos)
void makeMtxFrontUpPos(sead::Matrix34f* outMtx, const sead::Vector3f& front, const sead::Vector3f& up, const sead::Vector3f& pos)
void makeMtxFrontSidePos(sead::Matrix34f* outMtx, const sead::Vector3f& front, const sead::Vector3f& side, const sead::Vector3f& pos)
void makeMtxUpFrontPos(sead::Matrix34f* outMtx, const sead::Vector3f& up, const sead::Vector3f& front, const sead::Vector3f& pos)
void makeMtxUpSidePos(sead::Matrix34f* outMtx, const sead::Vector3f& up, const sead::Vector3f& side, const sead::Vector3f& pos)
void makeMtxSideUpPos(sead::Matrix34f* outMtx, const sead::Vector3f& side, const sead::Vector3f& up, const sead::Vector3f& pos)
void makeMtxSideFrontPos(sead::Matrix34f* outMtx, const sead::Vector3f& side, const sead::Vector3f& front, const sead::Vector3f& pos)
void makeMtxFollowTarget(sead::Matrix34f* outMtx, const sead::Matrix34f& baseMtx, const sead::Vector3f& trans, const sead::Vector3f& rotate)
void rotateMtxXDirDegree(sead::Matrix34f* outMtx, const sead::Matrix34f& baseMtx, f32 angle)
void rotateMtxYDirDegree(sead::Matrix34f* outMtx, const sead::Matrix34f& baseMtx, f32 angle)
void rotateMtxZDirDegree(sead::Matrix34f* outMtx, const sead::Matrix34f& baseMtx, f32 angle)
void calcMtxScale(sead::Vector3f* outMtx, const sead::Matrix34f& mtx)
void calcMtxScale(sead::Vector3f* outMtx, const Matrix43f& mtx)
void normalizeMtxScale(sead::Matrix34f* outMtx, const sead::Matrix34f& mtx)
auto tryNormalizeMtxScaleOrIdentity(sead::Matrix34f* outMtx, const sead::Matrix34f& mtx) -> bool
void preScaleMtx(sead::Matrix34f* outMtx, const sead::Vector3f& scale)
void makeMtxSideNoSupport(sead::Matrix34f* outMtx, const sead::Vector3f& side)
void makeMtxSideNoSupportPos(sead::Matrix34f* outMtx, const sead::Vector3f& side, const sead::Vector3f& pos)
void makeMtxQuatPos(sead::Matrix34f* outMtx, const sead::Quatf& quat, const sead::Vector3f& pos)
void makeMtxQuatScalePos(sead::Matrix34f* outMtx, const sead::Quatf& quat, const sead::Vector3f& scale, const sead::Vector3f& pos)
void makeMtxQuatScalePos(sead::Matrix44f* outMtx, const sead::Quatf& quat, const sead::Vector3f& scale, const sead::Vector3f& pos)
void makeMtxProj(sead::Matrix44f*, const sead::Vector2f&, const sead::Vector3f&, const sead::Vector3f&)
void makeMtxProjFromQuatPoseUp(sead::Matrix44f*, const sead::Quatf&, const sead::Vector2f&, const sead::Vector3f&)
void makeMtxProjFromQuatPoseFront(sead::Matrix44f*, const sead::Quatf&, const sead::Vector2f&, const sead::Vector3f&)
void makeMtxProjFromQuatPoseSide(sead::Matrix44f*, const sead::Quatf&, const sead::Vector2f&, const sead::Vector3f&)
void makeMtxProjFromUp(sead::Matrix44f*, const sead::Vector2f&, const sead::Vector3f&)
void rotateMtxCenterPosXDirDegree(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&, f32)
void rotateMtxCenterPosAxisDegree(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&, const sead::Vector3f&, f32)
void rotateMtxCenterPosYDirDegree(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&, f32)
void rotateMtxCenterPosZDirDegree(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&, f32)
void rotateMtxCenterPosQuat(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&, const sead::Quatf&)
auto turnMtxXDirDegree(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&, f32) -> bool
auto turnMtxYDirDegree(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&, f32) -> bool
auto turnMtxZDirDegree(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&, f32) -> bool
void calcCameraPosFromViewMtx(sead::Vector3f*, const sead::Matrix34f&)
void calcMtxMul(sead::Vector3f*, const sead::Matrix34f&, const sead::Vector3f&)
void calcMtxMul(sead::Vector3f*, const Matrix43f&, const sead::Vector3f&)
void calcMtxLocalTrans(sead::Vector3f*, const sead::Matrix34f&, const sead::Vector3f&)
void calcTransLocalOffsetByMtx(sead::Vector3f*, const sead::Matrix34f&, const sead::Vector3f&)
void addTransMtxLocalOffset(sead::Matrix34f*, const sead::Matrix34f&, const sead::Vector3f&)
void blendMtx(sead::Matrix34f*, const sead::Matrix34f&, const sead::Matrix34f&, f32)
void blendMtxRotate(sead::Matrix34f*, const sead::Matrix34f&, const sead::Matrix34f&, f32)
void blendMtxTrans(sead::Matrix34f*, const sead::Matrix34f&, const sead::Matrix34f&, f32)
auto calcMtxLocalDirAngleOnPlaneToTarget(const sead::Matrix34f*, const sead::Vector3f&, s32, s32) -> f32
auto calcMtxLocalDirAngleOnPlaneToDir(const sead::Matrix34f*, const sead::Vector3f&, s32, s32) -> f32
auto calcRotAxisOrZero(sead::Vector3f*, const sead::Matrix34f&) -> bool
void calcMxtInvertOrtho(sead::Matrix34f*, const sead::Matrix34f&)
void calcNearFarByInvProjection(f32*, f32*, const sead::Matrix44f&)
void calcMovedInertiaTensor(sead::Matrix33f*, const sead::Matrix33f&, const sead::Vector3f&, f32)
void calcInertiaTensorByMovedTensorAndCenter(sead::Matrix33f*, const sead::Matrix33f&, const sead::Vector3f&, f32)
void calcInertiaTensorSphere(sead::Matrix33f*, f32, f32)
void calcInertiaTensorBox(sead::Matrix33f*, const sead::Vector3f&, f32)
void makeMtx34f(sead::Matrix34f*, const nn::util::neon::MatrixColumnMajor4x3fType&)
void makeMtx44f(sead::Matrix44f*, const nn::util::neon::MatrixColumnMajor4x4fType&)
auto getStationedHeap() -> sead::Heap*
auto getSequenceHeap() -> sead::Heap*
auto getSceneResourceHeap() -> sead::Heap*
auto getSceneHeap() -> sead::Heap*
auto getCourseSelectResourceHeap() -> sead::Heap*
auto getCourseSelectHeap() -> sead::Heap*
auto getWorldResourceHeap() -> sead::Heap*
auto tryFindNamedHeap(const char* heapName) -> sead::Heap*
auto findNamedHeap(const char* heapName) -> sead::Heap*
void addNamedHeap(sead::Heap* heap, const char* heapName)
void removeNamedHeap(const char* heapName)
void createSequenceHeap()
void freeAllSequenceHeap()
auto printAllSequenceHeap() -> bool
void createSceneHeap(const char* stageName, bool backwards)
void createSceneResourceHeap(const char* stageName)
auto isCreatedSceneResourceHeap() -> bool
void destroySceneHeap(bool removeCategory)
void createCourseSelectHeap()
void destroyCourseSelectHeap()
void createWorldResourceHeap(bool useCategory)
void destroyWorldResourceHeap(bool removeCategory)
void loadPlayerResource(const char* categoryName)
void freePlayerResource(const char* categoryName)
void setAudioResourceDirectorToMemorySystem(AudioResourceDirector* audioResourceDirector)
auto getLanguage() -> const char*
auto getLayoutMessageArcName() -> const char*
auto isMessageTagMark(char16) -> bool
auto isMessageTagEndMark(char16) -> bool
auto isMessageTagPageBreak(const IUseMessageSystem*, const char16*) -> bool
auto isMessageTagPageBreak(const IUseMessageSystem*, const MessageTag&) -> bool
auto isMessageTagPageBreak(const MessageProjectEx*, const MessageTag&) -> bool
auto getMessageTagGroupName(const MessageProjectEx*, s32) -> const char*
auto getMessageTagGroupName(const IUseMessageSystem*, s32) -> const char*
auto getMessageTagName(const MessageProjectEx*, s32, s32) -> const char*
auto getMessageTagName(const IUseMessageSystem*, s32, s32) -> const char*
auto isExistMessageTag(const char16*) -> bool
auto calcMessageSizeWithoutNullCharacter(const char16*, const char16*) -> s32
auto isExistMessageTagTextPaneAnim(const IUseMessageSystem*, const char16*) -> bool
auto tryGetMessageTagTextAnim(sead::BufferedSafeString*, const IUseMessageSystem*, const char16*) -> bool
auto isMessageTagVoice(const IUseMessageSystem*, const char16*) -> bool
void getMessageTagVoiceName(sead::BufferedSafeString*, const IUseMessageSystem*, const char16*)
auto tryGetMessageTagVoiceNameInPage(sead::BufferedSafeString*, const IUseMessageSystem*, const char16*) -> bool
auto isMessageTagPictFont(const IUseMessageSystem*, s32) -> bool
auto isMessageTagDeviceFont(const IUseMessageSystem*, s32) -> bool
auto isExistMessageTagPadSwitch(const IUseMessageSystem*, const char16*, s32) -> bool
auto isMessageTagPadStyle(const IUseMessageSystem*, s32, s32) -> bool
auto isMessageTagPadPair(const IUseMessageSystem*, s32, s32) -> bool
auto isMessageTagPadStyle2P(const IUseMessageSystem*, s32, s32) -> bool
auto isMessageTagAlignLeft(const IUseMessageSystem*, s32, s32) -> bool
auto isMessageTagAlignCenter(const IUseMessageSystem*, s32, s32) -> bool
void replaceMessageTagString(sead::WBufferedSafeString*, const IUseMessageSystem*, const char16*, const char16*)
void replaceMessageTagTimeDirectRaceTime(sead::WBufferedSafeString*, const IUseMessageSystem*, ReplaceTimeInfo&)
auto getSystemMessageString(const IUseMessageSystem*, const char*, const char*) -> const char16*
void replaceMessageTagTimeDirectDate(sead::WBufferedSafeString*, const IUseMessageSystem*, ReplaceTimeInfo&)
void replaceMessageTagTimeDirectDateDetail(sead::WBufferedSafeString*, const IUseMessageSystem*, ReplaceTimeInfo&)
void replaceMessageTagScore(sead::WBufferedSafeString*, const IUseMessageSystem*, const char16*, s32, const char*)
void replaceMessageTagCoinNum(sead::WBufferedSafeString*, const IUseMessageSystem*, const char16*, s32, const char*)
void replaceMessageTagAmiiboName(sead::WBufferedSafeString*, const IUseMessageSystem*, const char16*, const char*, const char*)
void replaceMessageTagUserName(sead::WBufferedSafeString*, const IUseMessageSystem*, const char16*, const char16*, const char*)
void replaceMessageTagNamedString(sead::WBufferedSafeString*, const IUseMessageSystem*, const char16*, const char16*, const char*)
void replaceMessageTagTime(sead::WBufferedSafeString*, const IUseMessageSystem*, const char16*, ReplaceTimeInfo&, const char*)
void createReplaceTimeInfoForRaceTime(ReplaceTimeInfo*, s32, s32, s32)
void createReplaceTimeInfoForDateTime(ReplaceTimeInfo*, u64)
void replacePaneDateTime(LayoutActor*, const char*, u64)
auto initMessageTagDataHolder(s32) -> MessageTagDataHolder*
void registerMessageTagDataScore(MessageTagDataHolder*, const char*, const s32*)
void registerMessageTagDataCoinNum(MessageTagDataHolder*, const char*, const s32*)
void registerMessageTagDataUserName(MessageTagDataHolder*, const char*, const char16**)
void registerMessageTagDataAmiiboName(MessageTagDataHolder*, const char*, const char**)
void registerMessageTagDataString(MessageTagDataHolder*, const char*, const char16**)
void replaceMessageTagData(sead::WBufferedSafeString*, const IUseMessageSystem*, const MessageTagDataHolder*, const char16*)
auto calcMessageSizeWithoutTag(const char16*, const char16*) -> s32
auto isExistLayoutMessage(const IUseMessageSystem*, const char*) -> bool
auto isExistSystemMessage(const IUseMessageSystem*, const char*) -> bool
auto isExistStageMessage(const IUseMessageSystem*, const char*) -> bool
auto isExistLabelInLayoutMessage(const IUseMessageSystem*, const char*, const char*) -> bool
auto isExistLabelInSystemMessage(const IUseMessageSystem*, const char*, const char*) -> bool
auto isExistLabelInStageMessage(const IUseMessageSystem*, const char*, const char*) -> bool
auto calcSystemMessageCharacterNum(const IUseMessageSystem*, const char*, const char*) -> s32
auto calcSystemMessageCharacterNumWithoutTag(const IUseMessageSystem*, const char*, const char*) -> s32
auto getLayoutMessageString(const IUseMessageSystem*, const char*, const char*) -> const char16*
auto getStageMessageString(const IUseMessageSystem*, const char*, const char*) -> const char16*
auto tryGetStageMessageString(const char16**, const IUseMessageSystem*, const char*, const char*) -> bool
auto getLayoutMessageString(const IUseMessageSystem*, const char*, s32) -> const char16*
auto getSystemMessageString(const IUseMessageSystem*, const char*, s32) -> const char16*
auto getSystemMessageLabelNum(const IUseMessageSystem*, const char*) -> s32
auto getLayoutMessageLabelNum(const IUseMessageSystem*, const char*) -> s32
auto getMessageTagParamName(const IUseMessageSystem*, const MessageTag&, s32) -> const char*
auto getMessageTagParamNum(const IUseMessageSystem*, const MessageTag&) -> s32
void getMessageTagParamString(sead::WBufferedSafeString*, const IUseMessageSystem*, const MessageTag&, s32)
void getSystemMessageLabelString(sead::BufferedSafeString*, const IUseMessageSystem*, const char*, s32)
void getLayoutMessageLabelString(sead::BufferedSafeString*, const IUseMessageSystem*, const char*, s32)
void getMessageLine(char16*, u32, const char16*, u32)
auto countMessageLine(const char16*) -> s32
auto copyMessageExpandTag(char16*, s32, const IUseMessageSystem*, const char16*) -> bool
auto copyMessageWithoutTag(char16*, s32, const char16*) -> bool
auto copyMessageWithoutRubyTag(char16*, s32, const IUseMessageSystem*, const char16*) -> bool
void copyMessageWithoutTagExpandRuby(char16*, s32, const IUseMessageSystem*, const char16*)
auto copyMessageWithTag(char16*, s32, const char16*) -> s32
auto copyMessageWithTagOnlyCurrentPage(const IUseMessageSystem*, char16*, s32, const char16*, s32) -> s32
auto getMessageWithPage(const IUseMessageSystem*, const char16*, s32) -> const char16*
void copyMessageOnlyRuby(char16*, s32, const IUseMessageSystem*, const char16*)
auto countMessagePage(const IUseMessageSystem*, const char16*, s32) -> s32
auto getNextMessagePage(const IUseMessageSystem*, const char16*) -> const char16*
auto getPictureFont(const LayoutSystem*) -> void*
auto isGreaterEqualMaxLodLevelNoClamp(const ModelKeeper* modelKeeper) -> bool
auto isLessMaxLodLevelNoClamp(const ModelKeeper* modelKeeper) -> bool
void setModelProjMtx0(const ModelKeeper*, const sead::Matrix44f&)
auto tryCreateRailMoveMovement(LiveActor* host, const ActorInitInfo& info) -> RailMoveMovement*
void registerFluidSurfaceObj(IUseFluidSurface*, const LiveActor*)
auto isExistFluidSurface(const LiveActor*) -> bool
void setWaterRippleFieldScale(const LiveActor*, f32)
auto isInWaterPos(const LiveActor*, const sead::Vector3f&) -> bool
auto isInWater(const LiveActor*) -> bool
auto isInWaterNoIgnore(const LiveActor*, const sead::Vector3f&) -> bool
auto isInSodaWater(const LiveActor*, const sead::Vector3f&) -> bool
auto isInIceWaterPos(const LiveActor*, const sead::Vector3f&) -> bool
auto isInIceWater(const LiveActor*) -> bool
auto isInFirePos(const LiveActor*, const sead::Vector3f&) -> bool
auto isInFire(const LiveActor*) -> bool
auto isInCloudPos(const LiveActor*, const sead::Vector3f&) -> bool
auto isInCloud(const LiveActor*) -> bool
auto tryAddRippleMiddle(const LiveActor*) -> bool
auto tryAddRippleLarge(const LiveActor*) -> bool
auto isWaterAreaIgnore(const AreaObj*) -> bool
auto getFireMaterialCode(const LiveActor*) -> const char*
auto calcFindWaterSurface(sead::Vector3f*, sead::Vector3f*, const LiveActor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto calcFindWaterSurfaceFlat(sead::Vector3f*, sead::Vector3f*, const LiveActor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto calcFindWaterSurfaceDisplacement(sead::Vector3f*, sead::Vector3f*, const LiveActor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto calcFindWaterSurfaceOverGround(sead::Vector3f*, sead::Vector3f*, const LiveActor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto calcFindFireSurface(sead::Vector3f*, sead::Vector3f*, const LiveActor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto calcFindCloudSurface(sead::Vector3f*, sead::Vector3f*, const LiveActor*, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto tryAddRipple(const NatureDirector*, const sead::Vector3f&, f32, f32) -> bool
auto tryAddRippleTiny(const LiveActor*) -> bool
auto tryAddRippleSmall(const LiveActor*, const sead::Vector3f&) -> bool
auto tryAddRippleTiny(const LiveActor*, const sead::Vector3f&) -> bool
auto tryAddRippleSmall(const LiveActor*) -> bool
auto tryAddRippleMiddle(const LiveActor*, const sead::Vector3f&) -> bool
auto tryAddRippleLarge(const LiveActor*, const sead::Vector3f&) -> bool
auto tryAddRippleWithRange(const LiveActor*, const sead::Vector3f&, f32, f32, f32, f32) -> bool
auto tryAddRipple(const LiveActor*, const sead::Vector3f&, f32, f32) -> bool
auto tryAddRippleRandomBlur(const LiveActor*, const sead::Vector3f&, f32, f32, f32) -> bool
auto tryAddQuadRipple(const LiveActor*, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, const sead::Vector3f&, f32) -> bool
auto tryAddQuadRipple(const LiveActor*, const sead::BoundBox3f&, const sead::Vector3f&, const sead::Quatf&, f32, f32) -> bool
auto tryAddQuadRippleByBoxRotateY(const LiveActor*, const sead::BoundBox3f&, const sead::Vector3f&, f32, f32, f32) -> bool
void approachWaterSurfaceSpringDumper(LiveActor*, const WaterSurfaceFinder*, f32, f32, f32, f32, f32)
void approachFireSurfaceSpringDumper(LiveActor*, const FireSurfaceFinder*, f32, f32, f32, f32, f32)
void approachWaterSurfaceRate(LiveActor*, const WaterSurfaceFinder*, f32, f32, f32)
void approachFireSurfaceRate(LiveActor*, const FireSurfaceFinder*, f32, f32, f32)
void keepWaterSurfaceHeight(LiveActor*, const WaterSurfaceFinder*, f32)
void syncWaterSurfaceTrans(LiveActor*, const WaterSurfaceFinder*)
void syncFireSurfaceTrans(LiveActor*, const FireSurfaceFinder*)
void syncWaterSurfaceTransH(LiveActor*, const WaterSurfaceFinder*)
void blendWaterSurfaceTransH(LiveActor*, const WaterSurfaceFinder*, f32)
void syncWaterSurfaceUp(LiveActor*, const WaterSurfaceFinder*, f32)
void syncFireSurfaceUp(LiveActor*, const FireSurfaceFinder*, f32)
void calcMatrixFromActorPoseAndWaterSurfaceH(sead::Matrix34f*, const WaterSurfaceFinder*, const LiveActor*)
void setNerve(IUseNerve* user, const Nerve* nerve)
void setNerveAtStep(IUseNerve* user, const Nerve* nerve, s32 step)
auto isStep(const IUseNerve* user, s32 step) -> bool
void setNerveAtGreaterEqualStep(IUseNerve* user, const Nerve* nerve, s32 step)
auto isNerve(const IUseNerve* user, const Nerve* nerve) -> bool
auto getNerveStep(const IUseNerve* user) -> s32
auto getCurrentNerve(const IUseNerve* user) -> const Nerve*
auto isFirstStep(const IUseNerve* user) -> bool
auto isGreaterStep(const IUseNerve* user, s32 step) -> bool
auto isGreaterEqualStep(const IUseNerve* user, s32 step) -> bool
auto isLessStep(const IUseNerve* user, s32 step) -> bool
auto isLessEqualStep(const IUseNerve* user, s32 step) -> bool
auto isInRangeStep(const IUseNerve* user, s32 startStep, s32 endStep) -> bool
auto isIntervalStep(const IUseNerve* user, s32 interval, s32 offset) -> bool
auto isIntervalOnOffStep(const IUseNerve* user, s32 interval, s32 offset) -> bool
auto isNewNerve(const IUseNerve* user) -> bool
auto calcNerveInterval(const IUseNerve* user, s32 interval, s32 offset) -> s32
auto calcNerveRate(const IUseNerve* user, s32 max) -> f32
auto calcNerveRate(const IUseNerve* user, s32 min, s32 max) -> f32
auto calcNerveEaseInRate(const IUseNerve* user, s32 max) -> f32
auto calcNerveEaseInRate(const IUseNerve* user, s32 min, s32 max) -> f32
auto calcNerveEaseOutRate(const IUseNerve* user, s32 max) -> f32
auto calcNerveEaseOutRate(const IUseNerve* user, s32 min, s32 max) -> f32
auto calcNerveEaseInOutRate(const IUseNerve* user, s32 max) -> f32
auto calcNerveEaseInOutRate(const IUseNerve* user, s32 min, s32 max) -> f32
auto calcNerveSquareInRate(const IUseNerve* user, s32 max) -> f32
auto calcNerveSquareInRate(const IUseNerve* user, s32 min, s32 max) -> f32
auto calcNerveSquareOutRate(const IUseNerve* user, s32 max) -> f32
auto calcNerveSquareOutRate(const IUseNerve* user, s32 min, s32 max) -> f32
auto calcNerveEaseByTypeRate(const IUseNerve* user, s32 max, s32 type) -> f32
auto calcNerveEaseByTypeRate(const IUseNerve* user, s32 min, s32 max, s32 type) -> f32
auto calcNervePowerInRate(const IUseNerve* user, s32 max, f32 power) -> f32
auto calcNervePowerInRate(const IUseNerve* user, s32 min, s32 max, f32 power) -> f32
auto calcNervePowerOutRate(const IUseNerve* user, s32 max, f32 power) -> f32
auto calcNervePowerOutRate(const IUseNerve* user, s32 min, s32 max, f32 power) -> f32
auto calcNerveJumpRate(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release) -> f32
auto calcNerveEaseInValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
auto calcNerveStartEndRate(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release) -> f32
auto calcNerveEaseInOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
auto calcNerveValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
auto calcNerveValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
auto calcNerveEaseInValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
auto calcNerveEaseOutValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
auto calcNerveEaseOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
auto calcNerveEaseInOutValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
auto calcNerveSquareInValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
auto calcNerveSquareInValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
auto calcNerveSquareOutValue(const IUseNerve* user, s32 max, f32 start, f32 end) -> f32
auto calcNerveSquareOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end) -> f32
auto calcNerveEaseByTypeValue(const IUseNerve* user, s32 max, f32 start, f32 end, s32 type) -> f32
auto calcNerveEaseByTypeValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end, s32 type) -> f32
auto calcNerveCosCycle(const IUseNerve* user, s32 max) -> f32
auto calcNerveSinCycle(const IUseNerve* user, s32 max) -> f32
auto calcNerveRepeatRate(const IUseNerve* user, s32 max) -> f32
auto calcNerveRepeatDegree(const IUseNerve* user, s32 max) -> f32
auto calcNerveJumpValue(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release, f32 factor) -> f32
auto calcNerveStartEndValue(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release, f32 start, f32 end) -> f32
void initNerveState(IUseNerve* user, NerveStateBase* state, const Nerve* nerve, const char* name)
void addNerveState(IUseNerve* user, NerveStateBase* state, const Nerve* nerve, const char* name)
auto updateNerveState(IUseNerve* user) -> bool
auto updateNerveStateAndNextNerve(IUseNerve* user, const Nerve* nerve) -> bool
auto isStateEnd(const IUseNerve* user) -> bool
auto isAnyNfcTagDetected(const NfpInfo& nfpInfo) -> bool
auto isNormalNfc(const NfpInfo& nfpInfo) -> bool
auto isAmiibo(const NfpInfo& nfpInfo) -> bool
auto isEqualUniqueNfcId(const NfpInfo& nfpInfoA, const NfpInfo& nfpInfoB) -> bool
auto isEqualUniqueNfcId(const nn::nfp::TagInfo& tagInfoA, const nn::nfp::TagInfo& tagInfoB) -> bool
auto isEqualCharacterId(const NfpInfo& nfpInfo, NfpCharacterId characterId) -> bool
auto isEqualCharacterId(const nn::nfp::ModelInfo& modelInfo, const NfpCharacterId& characterId) -> bool
auto isEqualCharacterIdBase(const NfpInfo& nfpInfo, NfpCharacterId characterId) -> bool
auto isEqualNumberingId(const NfpInfo& nfpInfo, s32 numberingId) -> bool
auto isEqualNumberingId(const nn::nfp::ModelInfo& modelInfo, s32 numberingId) -> bool
auto tryGetCharacterId(NfpCharacterId* characterId, const NfpInfo& nfpInfo) -> bool
auto tryGetNumberingId(s32* numberingId, const NfpInfo& nfpInfo) -> bool
auto isCharacterIdBaseMario(const NfpInfo& nfpInfo) -> bool
auto isCharacterIdBaseDrMario(const NfpInfo& nfpInfo) -> bool
auto isCharacterIdBasePeach(const NfpInfo& nfpInfo) -> bool
auto isCharacterIdBaseKoopa(const NfpInfo& nfpInfo) -> bool
auto isCharacterIdBaseYoshi(const NfpInfo& nfpInfo) -> bool
auto isCharacterIdBaseKinopio(const NfpInfo& nfpInfo) -> bool
auto isNeedFormat(const NfpInfo& nfpInfo) -> bool
auto isNeedRestore(const NfpInfo& nfpInfo) -> bool
auto isNeedRegister(const NfpInfo& nfpInfo) -> bool
auto isNeedRegisterNickName(const NfpInfo& nfpInfo) -> bool
auto isValidRegisterInfo(const NfpInfo& nfpInfo) -> bool
void getAmiiboOwnerName(sead::BufferedSafeStringBase<char16>* ownerName, const NfpInfo& nfpInfo)
void getAmiiboNickName(sead::BufferedSafeStringBase<char16>* nickName, const NfpInfo& nfpInfo)
auto isInvalidFormatVersion(const NfpInfo& nfpInfo) -> bool
auto isEqualCharacterIdBase(const nn::nfp::ModelInfo& modelInfo, const NfpCharacterId& characterId) -> bool
auto isEqualUniqueNfcId(const nn::nfp::TagInfo& tagInfoA, const NfpInfo& nfpInfoB) -> bool
auto isEqualUniqueNfcId(const nn::nfp::TagId& tagIdA, const nn::nfp::TagId& tagIdB) -> bool
auto isNfpTriggerTouch(NfpDirector*, s32) -> bool
auto tryGetTriggerTouchNfpInfo(NfpDirector*, s32) -> bool
auto isNfpError(NfpDirector*, s32) -> bool
auto isNfpErrorDisableNfcDevice(const nn::Result&) -> bool
auto isNfpErrorBreakTagDisableRestore(const nn::Result&) -> bool
auto isNfpErrorBreakTagEnableRestore(const nn::Result&) -> bool
void showNfpErrorApplet(const nn::Result&)
auto createCollisionObj(const LiveActor* parent, const ActorInitInfo& info, const char* collisionFileName, HitSensor* hitSensor, const char* joinMtxName, const char* suffix) -> CollisionObj*
auto createCollisionObjMtx(const LiveActor* parent, const ActorInitInfo& info, const char* collisionFileName, HitSensor* hitSensor, const sead::Matrix34f* joinMtx, const char* suffix) -> CollisionObj*
auto createPartsModel(LiveActor*, const ActorInitInfo&, const char*, const char*, const sead::Matrix34f*) -> PartsModel*
auto createPartsModelFile(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*) -> PartsModel*
auto createPartsModelFileSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*) -> PartsModel*
auto createSimplePartsModel(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*) -> PartsModel*
auto createSimplePartsModelSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*) -> PartsModel*
auto createPartsModelSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const sead::Matrix34f*) -> PartsModel*
auto createPartsModelJoint(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*) -> PartsModel*
auto createPartsModelSuffixJoint(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*) -> PartsModel*
void appearBreakModelRandomRotateY(LiveActor*)
auto updateSyncHostVisible(bool*, LiveActor*, const LiveActor*, bool) -> bool
auto isTraceModelRandomRotate(const LiveActor* actor) -> bool
auto createBreakModel(const LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const sead::Matrix34f*, const char*) -> BreakModel*
auto createHostSyncTowerCamera(LiveActor*, const ActorInitInfo&) -> HostSyncTowerCamera*
void activateHostSyncTowerCamera(HostSyncTowerCamera*)
void deactivateHostSyncTowerCamera(HostSyncTowerCamera*)
void updateHostSyncTowerCamera(HostSyncTowerCamera*)
auto tryCreateLinksKeyMoveCameraObj(const ActorInitInfo&, const char*) -> KeyMoveCameraObj*
auto tryCreateLinksKeyMoveCameraObjWithInterpole(const ActorInitInfo&, const char*) -> KeyMoveCameraObj*
auto isValidInfo(const PlacementInfo& placementInfo) -> bool
auto isPlaced(const ActorInitInfo& initInfo) -> bool
void getObjectName(const char** name, const ActorInitInfo& initInfo)
void getObjectName(const char** name, const PlacementInfo& placementInfo)
auto tryGetObjectName(const char** name, const ActorInitInfo& initInfo) -> bool
auto tryGetObjectName(const char** name, const PlacementInfo& placementInfo) -> bool
auto isObjectName(const ActorInitInfo& initInfo, const char* name) -> bool
auto isObjectName(const PlacementInfo& placementInfo, const char* name) -> bool
auto isObjectNameSubStr(const ActorInitInfo& initInfo, const char* name) -> bool
auto isObjectNameSubStr(const PlacementInfo& placementInfo, const char* name) -> bool
void getClassName(const char** name, const ActorInitInfo& initInfo)
void getClassName(const char** name, const PlacementInfo& placementInfo)
auto tryGetClassName(const char** name, const ActorInitInfo& initInfo) -> bool
auto tryGetClassName(const char** name, const PlacementInfo& placementInfo) -> bool
auto isClassName(const ActorInitInfo& initInfo, const char* name) -> bool
auto isClassName(const PlacementInfo& placementInfo, const char* name) -> bool
void getDisplayName(const char** name, const ActorInitInfo& initInfo)
void getDisplayName(const char** name, const PlacementInfo& placementInfo)
auto tryGetDisplayName(const char** name, const ActorInitInfo& initInfo) -> bool
auto tryGetDisplayName(const char** name, const PlacementInfo& placementInfo) -> bool
void getPlacementTargetFile(const char** targetFile, const PlacementInfo& placementInfo)
void getTrans(sead::Vector3f* trans, const ActorInitInfo& initInfo)
void getTrans(sead::Vector3f* trans, const PlacementInfo& placementInfo)
void multZoneMtx(sead::Vector3f* trans, const PlacementInfo& placementInfo)
auto tryGetTrans(sead::Vector3f* trans, const ActorInitInfo& initInfo) -> bool
auto tryGetTrans(sead::Vector3f* trans, const PlacementInfo& placementInfo) -> bool
void getRotate(sead::Vector3f* rotate, const PlacementInfo& placementInfo)
auto tryGetRotate(sead::Vector3f* rotate, const ActorInitInfo& initInfo) -> bool
template<typename T>
void getRotation(sead::Vector3f* v, const sead::Matrix34f& n)
auto tryGetRotate(sead::Vector3f* rotate, const PlacementInfo& placementInfo) -> bool
auto tryGetZoneMatrixTR(sead::Matrix34f* matrix, const PlacementInfo& placementInfo) -> bool
void getQuat(sead::Quatf* quat, const ActorInitInfo& initInfo)
void getQuat(sead::Quatf* quat, const PlacementInfo& placementInfo)
auto tryGetQuat(sead::Quatf* quat, const ActorInitInfo& initInfo) -> bool
auto tryGetQuat(sead::Quatf* quat, const PlacementInfo& placementInfo) -> bool
void getScale(sead::Vector3f* scale, const PlacementInfo& placementInfo)
void getScale(f32* x, f32* y, f32* z, const PlacementInfo& placementInfo)
auto tryGetScale(sead::Vector3f* scale, const ActorInitInfo& initInfo) -> bool
auto tryGetScale(sead::Vector3f* scale, const PlacementInfo& placementInfo) -> bool
void getSide(sead::Vector3f* side, const ActorInitInfo& initInfo)
void getSide(sead::Vector3f* side, const PlacementInfo& placementInfo)
auto tryGetSide(sead::Vector3f* side, const ActorInitInfo& initInfo) -> bool
auto tryGetSide(sead::Vector3f* side, const PlacementInfo& placementInfo) -> bool
void getUp(sead::Vector3f* up, const ActorInitInfo& initInfo)
void getUp(sead::Vector3f* up, const PlacementInfo& placementInfo)
auto tryGetUp(sead::Vector3f* up, const ActorInitInfo& initInfo) -> bool
auto tryGetUp(sead::Vector3f* up, const PlacementInfo& placementInfo) -> bool
void getFront(sead::Vector3f* front, const ActorInitInfo& initInfo)
void getFront(sead::Vector3f* front, const PlacementInfo& placementInfo)
auto tryGetFront(sead::Vector3f* front, const ActorInitInfo& initInfo) -> bool
auto tryGetFront(sead::Vector3f* front, const PlacementInfo& placementInfo) -> bool
auto tryGetLocalAxis(sead::Vector3f* dir, const ActorInitInfo& initInfo, s32 axis) -> bool
auto tryGetLocalAxis(sead::Vector3f* dir, const PlacementInfo& placementInfo, s32 axis) -> bool
auto tryGetLocalSignAxis(sead::Vector3f* dir, const ActorInitInfo& initInfo, s32 axis) -> bool
auto tryGetLocalSignAxis(sead::Vector3f* dir, const PlacementInfo& placementInfo, s32 axis) -> bool
auto tryGetMatrixTR(sead::Matrix34f* matrix, const ActorInitInfo& initInfo) -> bool
auto tryGetMatrixTR(sead::Matrix34f* matrix, const PlacementInfo& placementInfo) -> bool
auto tryGetMatrixTRS(sead::Matrix34f* matrix, const ActorInitInfo& initInfo) -> bool
auto tryGetMatrixTRS(sead::Matrix34f* matrix, const PlacementInfo& placementInfo) -> bool
auto tryGetInvertMatrixTR(sead::Matrix34f* matrix, const ActorInitInfo& initInfo) -> bool
auto tryGetInvertMatrixTR(sead::Matrix34f* matrix, const PlacementInfo& placementInfo) -> bool
void calcMatrixMultParent(sead::Matrix34f* matrix, const ActorInitInfo& initInfo1, const ActorInitInfo& initInfo2)
void calcMatrixMultParent(sead::Matrix34f* matrix, const PlacementInfo& placementInfo1, const PlacementInfo& placementInfo2)
void getArg(s32* arg, const ActorInitInfo& initInfo, const char* key)
void getArg(s32* arg, const PlacementInfo& placementInfo, const char* key)
auto tryGetArg(s32* arg, const ActorInitInfo& initInfo, const char* key) -> bool
auto tryGetArg(s32* arg, const PlacementInfo& placementInfo, const char* key) -> bool
void getArg(f32* arg, const ActorInitInfo& initInfo, const char* key)
void getArg(f32* arg, const PlacementInfo& placementInfo, const char* key)
auto tryGetArg(f32* arg, const ActorInitInfo& initInfo, const char* key) -> bool
auto tryGetArg(f32* arg, const PlacementInfo& placementInfo, const char* key) -> bool
void getArg(bool* arg, const ActorInitInfo& initInfo, const char* key)
void getArg(bool* arg, const PlacementInfo& placementInfo, const char* key)
auto tryGetArg(bool* arg, const ActorInitInfo& initInfo, const char* key) -> bool
auto tryGetArg(bool* arg, const PlacementInfo& placementInfo, const char* key) -> bool
auto getArgS32(const ActorInitInfo& actorInitInfo, const char* key) -> s32
auto getArgF32(const ActorInitInfo& actorInitInfo, const char* key) -> f32
void getArgV3f(sead::Vector3f* arg, const ActorInitInfo& actorInitInfo, const char* key)
void getArgV3f(sead::Vector3f* arg, const PlacementInfo& placementInfo, const char* key)
auto tryGetArgV3f(sead::Vector3f* arg, const ActorInitInfo& actorInitInfo, const char* key) -> bool
auto tryGetArgV3f(sead::Vector3f* arg, const PlacementInfo& placementInfo, const char* key) -> bool
auto isArgBool(const ActorInitInfo& initInfo, const char* key) -> bool
auto isArgBool(const PlacementInfo& placementInfo, const char* key) -> bool
auto isArgString(const ActorInitInfo& initInfo, const char* key, const char* arg) -> bool
auto isArgString(const PlacementInfo& placementInfo, const char* key, const char* arg) -> bool
void getStringArg(const char** arg, const ActorInitInfo& initInfo, const char* key)
void getStringArg(const char** arg, const PlacementInfo& placementInfo, const char* key)
void getStringArg(const char** arg, const AreaInitInfo& initInfo, const char* key)
auto getStringArg(const ActorInitInfo& initInfo, const char* key) -> const char*
auto getStringArg(const PlacementInfo& placementInfo, const char* key) -> const char*
auto getStringArg(const AreaInitInfo& initInfo, const char* key) -> const char*
auto tryGetStringArg(const char** arg, const ActorInitInfo& initInfo, const char* key) -> bool
auto tryGetStringArg(const char** arg, const PlacementInfo& initInfo, const char* key) -> bool
auto tryGetStringArg(const char** arg, const AreaInitInfo& initInfo, const char* key) -> bool
auto tryGetArgV2f(sead::Vector2f* arg, const ActorInitInfo& initInfo, const char* key) -> bool
auto tryGetArgV2f(sead::Vector2f* arg, const PlacementInfo& initInfo, const char* key) -> bool
auto tryGetArgColor(sead::Color4f* arg, const ActorInitInfo& initInfo, const char* key) -> bool
auto tryGetArgColor(sead::Color4f* arg, const PlacementInfo& initInfo, const char* key) -> bool
void getLayerConfigName(const char** name, const ActorInitInfo& initInfo)
void getLayerConfigName(const char** name, const PlacementInfo& initInfo)
auto tryGetZoneNameIfExist(const char** name, const PlacementInfo& placementInfo) -> bool
void getPlacementId(PlacementId* placementId, const PlacementInfo& placementInfo)
auto tryGetBoolArgOrFalse(const ActorInitInfo& initInfo, const char* key) -> bool
auto getCountPlacementInfo(const PlacementInfo& placementInfo) -> s32
void getPlacementInfoByKey(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, const char* key)
auto tryGetPlacementInfoByKey(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, const char* key) -> bool
void getPlacementInfoByIndex(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, s32 index)
auto tryGetPlacementInfoByIndex(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, s32 index) -> bool
void getPlacementInfoAndKeyNameByIndex(PlacementInfo* outPlacementInfo, const char** outKey, const PlacementInfo& placementInfo, s32 index)
auto tryGetPlacementInfoAndKeyNameByIndex(PlacementInfo* outPlacementInfo, const char** outKey, const PlacementInfo& placementInfo, s32 index) -> bool
auto createPlacementId(const ActorInitInfo& initInfo) -> PlacementId*
auto createPlacementId(const PlacementInfo& placementInfo) -> PlacementId*
auto tryGetPlacementId(PlacementId* placementId, const ActorInitInfo& initInfo) -> bool
auto tryGetPlacementId(PlacementId* placementId, const PlacementInfo& placementInfo) -> bool
void getPlacementId(PlacementId* placementId, const ActorInitInfo& initInfo)
auto isEqualPlacementId(const PlacementId& placementId, const PlacementId& otherPlacementId) -> bool
auto isEqualPlacementId(const PlacementInfo& placementInfo, const PlacementInfo& otherPlacementInfo) -> bool
auto isExistRail(const ActorInitInfo& initInfo, const char* linkName) -> bool
auto tryGetRailIter(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo, const char* linkName) -> bool
auto tryGetLinksInfo(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo, const char* linkName) -> bool
auto tryGetMoveParameterRailIter(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo) -> bool
auto tryGetRailPointPos(sead::Vector3f* railPoint, const PlacementInfo& placementInfo) -> bool
void getRailPointHandlePrev(sead::Vector3f* railPoint, const PlacementInfo& placementInfo)
auto tryGetRailPointHandlePrev(sead::Vector3f* railPoint, const PlacementInfo& placementInfo) -> bool
void getRailPointHandleNext(sead::Vector3f* railPoint, const PlacementInfo& placementInfo)
auto tryGetRailPointHandleNext(sead::Vector3f* railPoint, const PlacementInfo& placementInfo) -> bool
auto isExistGraphRider(const ActorInitInfo& initInfo) -> bool
auto calcLinkChildNum(const ActorInitInfo& initInfo, const char* linkName) -> s32
auto calcLinkChildNum(const PlacementInfo& placementInfo, const char* linkName) -> s32
auto isExistLinkChild(const ActorInitInfo& initInfo, const char* linkName, s32 index) -> bool
auto isExistLinkChild(const PlacementInfo& placementInfo, const char* linkName, s32 index) -> bool
auto isExistLinkChild(const AreaInitInfo& initInfo, const char* linkName, s32 index) -> bool
auto calcLinkNestNum(const ActorInitInfo& initInfo, const char* linkName) -> s32
auto calcLinkNestNum(const PlacementInfo& placementInfo, const char* linkName) -> s32
void getLinksInfo(PlacementInfo* linkPlacementInfo, const PlacementInfo& placementInfo, const char* linkName)
void getLinksInfoByIndex(PlacementInfo* linkPlacementInfo, const PlacementInfo& placementInfo, const char* linkName, s32 index)
void getLinksInfo(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName)
void getLinksInfoByIndex(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName, s32 index)
auto tryGetLinksInfo(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName) -> bool
void getLinksMatrix(sead::Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName)
void getLinksMatrixByIndex(sead::Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName, s32 index)
void getLinkTR(sead::Vector3f* trans, sead::Vector3f* rotate, const PlacementInfo& placementInfo, const char* linkName)
void getLinkTR(sead::Vector3f* trans, sead::Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName)
void getLinkTR(sead::Vector3f* trans, sead::Vector3f* rotate, const AreaInitInfo& initInfo, const char* linkName)
void getLinksQT(sead::Quatf* quat, sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName)
void getLinksQT(sead::Quatf* quat, sead::Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName)
auto tryGetLinksQT(sead::Quatf* quat, sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName) -> bool
auto tryGetLinksQTS(sead::Quatf* quat, sead::Vector3f* trans, sead::Vector3f* scale, const ActorInitInfo& initInfo, const char* linkName) -> bool
auto tryGetLinksMatrixTR(sead::Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName) -> bool
auto tryGetLinksMatrixTR(sead::Matrix34f* matrix, const AreaInitInfo& initInfo, const char* linkName) -> bool
auto tryGetLinksMatrixTRS(sead::Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName) -> bool
auto tryGetLinksTrans(sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName) -> bool
auto tryGetLinksTrans(sead::Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName) -> bool
auto tryGetLinksQuat(sead::Quatf* quat, const ActorInitInfo& initInfo, const char* linkName) -> bool
auto tryGetLinksTR(sead::Vector3f* trans, sead::Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName) -> bool
void getChildTrans(sead::Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName)
void getChildTrans(sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName)
void getChildTrans(sead::Vector3f* trans, const AreaInitInfo& initInfo, const char* linkName)
void getChildLinkT(sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName, s32 index)
void getChildLinkTR(sead::Vector3f* trans, sead::Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName, s32 index)
auto calcMatchNameLinkCount(const PlacementInfo& placementInfo, const char* linkName) -> s32
auto calcLinkCountClassName(const PlacementInfo& placementInfo, const char* linkName) -> s32
auto tryGetZoneMatrixTR(sead::Matrix34f* matrix, const ActorInitInfo& initInfo) -> bool
auto tryGetDisplayOffset(sead::Vector3f* offset, const ActorInitInfo& initInfo) -> bool
auto tryGetDisplayOffset(sead::Vector3f* offset, const PlacementInfo& placementInfo) -> bool
auto tryGetChildDisplayOffset(sead::Vector3f* offset, const ActorInitInfo& initInfo, const char* linkName) -> bool
auto tryGetDisplayRotate(sead::Vector3f* rotate, const ActorInitInfo& initInfo) -> bool
auto tryGetDisplayScale(sead::Vector3f* scale, const ActorInitInfo& initInfo) -> bool
auto makeStringPlacementId(const PlacementId* placementId) -> StringTmp<128>
void startAppear(LayoutActor* layout)
auto createBalloonMessage(const LiveActor* hostActor, const ActorInitInfo& info, const BalloonMessageInitParam& initParam) -> BalloonMessage*
auto createBalloonMessageNoAutoUpdate(const LiveActor* hostActor, const ActorInitInfo& info, const BalloonMessageInitParam& initParam) -> BalloonMessage*
auto createBalloonMessage(const LiveActor* hostActor, const ActorInitInfo& info) -> BalloonMessage*
auto createBalloonMessage(const LiveActor* hostActor, const ActorInitInfo& info, const char* message) -> BalloonMessage*
auto createSimpleLayoutText(const ActorInitInfo& info, const char* name, const char* paneName, const char* archiveName) -> SimpleLayoutText*
void addPlayerAccelStick(LiveActor*, sead::Vector3f*, f32, s32, const sead::Matrix34f*)
void addPlayerAccelStickGravity(LiveActor*, sead::Vector3f*, f32, const sead::Vector3f&, s32, const sead::Matrix34f*)
void addPlayerAccelInputGravity(LiveActor*, sead::Vector3f*, const sead::Vector2f&, f32, const sead::Vector3f&, const sead::Matrix34f*)
auto tryCalcTouchWorldPosPlane(const IUseCamera*, sead::Vector3f*, const sead::Vector3f&, const sead::Vector3f&) -> bool
auto tryCalcTouchWorldPosPlaneXZ(const IUseCamera*, sead::Vector3f*, f32) -> bool
auto getPlayerNumMax(const PlayerHolder* holder) -> s32
auto getAlivePlayerNum(const PlayerHolder* holder) -> s32
auto getPlayerActor(const PlayerHolder* holder, s32 index) -> LiveActor*
auto getPlayerPos(const PlayerHolder* holder, s32 index) -> const sead::Vector3f&
auto tryGetPlayerActor(const PlayerHolder* holder, s32 index) -> LiveActor*
auto isPlayerDead(const PlayerHolder* holder, s32 index) -> bool
auto isPlayerAreaTarget(const PlayerHolder* holder, s32 index) -> bool
auto tryFindAlivePlayerActorFirst(const PlayerHolder* holder) -> LiveActor*
auto findAlivePlayerActorFirst(const PlayerHolder* holder) -> LiveActor*
auto getPlayerNumMax(const LiveActor*) -> s32
auto getAlivePlayerNum(const LiveActor*) -> s32
auto getPlayerActor(const LiveActor*, s32) -> LiveActor*
auto getPlayerPos(const LiveActor*, s32) -> const sead::Vector3f&
auto tryGetPlayerActor(const LiveActor*, s32) -> LiveActor*
auto isPlayerDead(const LiveActor*, s32) -> bool
auto isPlayerAreaTarget(const LiveActor*, s32) -> bool
auto tryFindAlivePlayerActorFirst(const LiveActor*) -> LiveActor*
auto findAlivePlayerActorFirst(const LiveActor*) -> LiveActor*
auto getPlayerPadRumbleKeeper(const LiveActor*, s32) -> PadRumbleKeeper*
auto getPlayerPort(const PlayerHolder*, s32) -> s32
auto getPlayerPort(const LiveActor*, s32) -> s32
auto findAlivePlayerActorFromPort(const PlayerHolder*, s32) -> LiveActor*
auto tryFindAlivePlayerActorFromPort(const PlayerHolder*, s32) -> LiveActor*
auto findAlivePlayerActorFromPort(const LiveActor*, s32) -> LiveActor*
auto tryFindAlivePlayerActorFromPort(const LiveActor*, s32) -> LiveActor*
auto findNearestPlayerId(const LiveActor*, f32) -> s32
auto findNearestPlayerActor(const LiveActor*) -> LiveActor*
auto tryFindNearestPlayerActor(const LiveActor*) -> LiveActor*
auto findNearestPlayerPos(const LiveActor*) -> const sead::Vector3f&
auto tryFindNearestPlayerPos(sead::Vector3f*, const LiveActor*) -> bool
auto tryFindNearestPlayerDisatanceFromTarget(f32*, const LiveActor*, const sead::Vector3f&) -> bool
auto isNearPlayer(const LiveActor*, f32) -> bool
auto isNearPlayerH(const LiveActor*, f32) -> bool
auto isNearPlayerHCondition(const LiveActor*, f32, bool(*)(const LiveActor*)) -> bool
auto getFarPlayerPosMaxX(const LiveActor*) -> const sead::Vector3f&
auto getFarPlayerPosMinX(const LiveActor*) -> const sead::Vector3f&
auto calcPlayerListOrderByDistance(const LiveActor*, const LiveActor**, u32) -> u32
auto calcAlivePlayerActor(const LiveActor*, const LiveActor**, u32) -> u32
auto tryFindNearestPlayerActorCondition(const LiveActor*, bool(*)(const LiveActor*)) -> LiveActor*
auto tryFindNearestPlayerPosCondition(sead::Vector3f*, const LiveActor*, bool(*)(const LiveActor*)) -> bool
auto isResetablePlayerPos(const LiveActor*, const sead::Vector3f&, f32, f32) -> bool
auto isResetablePlayerPos(const LiveActor*, f32) -> bool
void faceToPlayer(LiveActor*)
auto createRailKeeper(const PlacementInfo& info, const char* linkName) -> RailKeeper*
auto tryCreateRailKeeper(const PlacementInfo& info, const char* linkName) -> RailKeeper*
auto createRailKeeperIndex(const PlacementInfo& info, s32 linkIndex, const char* linkName) -> RailKeeper*
void setRailPosToStart(IUseRail* railHolder)
void setRailPosToEnd(IUseRail* railHolder)
void setRailPosToNearestPos(IUseRail* railHolder, const sead::Vector3f&)
void setRailPosToCoord(IUseRail* railHolder, f32)
void setRailPosToRailPoint(IUseRail* railHolder, s32)
void setSyncRailToStart(LiveActor* actor)
void syncRailTrans(LiveActor* actor)
void setSyncRailToEnd(LiveActor* actor)
void setSyncRailToNearestPos(LiveActor* actor, const sead::Vector3f&)
void setSyncRailToNearestRailControlPoint(LiveActor* actor)
void setSyncRailToNearestPos(LiveActor* actor)
void setSyncRailToCoord(LiveActor* actor, f32 coord)
void setSyncRailToRailPoint(LiveActor* actor, s32)
auto moveRail(IUseRail* railHolder, f32) -> bool
auto isRailReachedGoal(const IUseRail* railHolder) -> bool
auto moveRailLoop(IUseRail* railHolder, f32) -> bool
auto getRailCoord(const IUseRail* railHolder) -> f32
auto isRailGoingToEnd(const IUseRail* railHolder) -> bool
auto getRailTotalLength(const IUseRail* railHolder) -> f32
auto moveRailTurn(IUseRail* railHolder, f32, f32) -> bool
void reverseRail(IUseRail* railHolder)
auto isRailReachedNearGoal(const IUseRail* railHolder, f32) -> bool
auto turnToRailDir(LiveActor* actor, f32) -> bool
void calcRailMoveDir(sead::Vector3f*, const IUseRail* railHolder)
auto turnToRailDirImmediately(LiveActor* actor) -> bool
auto getRailPos(const IUseRail* railHolder) -> const sead::Vector3f&
auto moveSyncRail(LiveActor* actor, f32) -> bool
auto moveSyncRailLoop(LiveActor* actor, f32 speed) -> bool
auto moveSyncRailTurn(LiveActor* actor, f32 speed) -> bool
auto calcNearestRailCoord(const IUseRail* railHolder, const sead::Vector3f&) -> f32
auto calcNearestRailPos(sead::Vector3f*, const IUseRail* railHolder, const sead::Vector3f&) -> f32
void calcNearestRailDir(sead::Vector3f*, const IUseRail* railHolder, const sead::Vector3f&)
void calcNearestRailPosAndDir(sead::Vector3f*, sead::Vector3f*, const IUseRail* railHolder, const sead::Vector3f&)
void calcRailPosDir(sead::Vector3f*, sead::Vector3f*, const IUseRail* railHolder, f32)
void calcRailPointPos(sead::Vector3f*, const IUseRail* railHolder, s32)
auto calcNearestRailPointNo(const IUseRail* railHolder, const sead::Vector3f&) -> s32
auto calcNearestRailPointNo(const IUseRail* railHolder) -> s32
auto calcCoordNearestRailPointNo(const IUseRail* railHolder) -> s32
auto getRailPartIndex(const IUseRail* railHolder) -> s32
auto calcRailPartRate(const IUseRail* railHolder) -> f32
auto isLoopRail(const IUseRail* railHolder) -> bool
auto getRailPointNum(const IUseRail* railHolder) -> s32
auto calcNearestRailPointPosCoord(const IUseRail* railHolder, const sead::Vector3f&) -> f32
auto calcRailCoordByPoint(const IUseRail* railHolder, s32) -> f32
void calcRailUp(sead::Vector3f*, const IUseRail* railHolder)
auto getRailPointInfo(const IUseRail* railHolder, s32) -> PlacementInfo*
auto getRailPointNo(const IUseRail* railHolder) -> s32
auto getNextRailPointNo(const IUseRail* railHolder) -> s32
auto calcRailToGoalLength(const IUseRail* railHolder) -> f32
auto calcRailTotalRate(const IUseRail* railHolder) -> f32
auto calcRailToNextRailPointLength(const IUseRail* railHolder) -> f32
auto calcRailToPreviousRailPointLength(const IUseRail* railHolder) -> f32
auto getRailNum(const IUseRail* railHolder) -> s32
auto getRailDir(const IUseRail* railHolder) -> const sead::Vector3f&
auto isRailReachedEnd(const IUseRail* railHolder) -> bool
auto getRailPartLength(const IUseRail* railHolder, s32) -> f32
auto tryGetCurrentRailPointArg(f32*, const IUseRail* railHolder, const char*) -> bool
auto tryGetNextRailPointArg(f32*, const IUseRail* railHolder, const char*) -> bool
auto tryGetCurrentRailPointArg(s32*, const IUseRail* railHolder, const char*) -> bool
auto tryGetNextRailPointArg(s32*, const IUseRail* railHolder, const char*) -> bool
auto tryGetCurrentRailPointArg(bool*, const IUseRail* railHolder, const char*) -> bool
auto tryGetNextRailPointArg(bool*, const IUseRail* railHolder, const char*) -> bool
auto tryGetCurrentRailPointArg(const char**, const IUseRail* railHolder, const char*) -> bool
auto tryGetNextRailPointArg(const char**, const IUseRail* railHolder, const char*) -> bool
auto isExistRail(const IUseRail* railHolder) -> bool
auto isRailReachedStart(const IUseRail* railHolder) -> bool
auto isRailReachedNearGoal(const IUseRail* railHolder, f32, f32) -> bool
auto isRailReachedEdge(const IUseRail* railHolder) -> bool
auto isRailReachedNearRailPoint(const IUseRail* railHolder, f32) -> bool
auto isRailIncludeBezierPart(const IUseRail* railHolder) -> bool
auto isRailBezierPart(const IUseRail* railHolder, s32) -> bool
auto isRailPlusDir(const IUseRail* railHolder, const sead::Vector3f&) -> bool
auto isRailPlusPoseSide(const LiveActor* actor) -> bool
auto isRailPlusPoseUp(const LiveActor* actor) -> bool
auto isRailPlusPoseFront(const LiveActor* actor) -> bool
void calcRailPosAtCoord(sead::Vector3f*, const IUseRail* railHolder, f32)
void calcRailDirAtCoord(sead::Vector3f*, const IUseRail* railHolder, f32)
void calcRailPosFront(sead::Vector3f*, const IUseRail* railHolder, f32)
void calcRailDirFront(sead::Vector3f*, const IUseRail* railHolder, f32)
void calcRailPointPose(sead::Quatf*, const IUseRail* railHolder, s32)
auto calcRailPointNum(const IUseRail* railHolder, f32, f32) -> s32
auto calcForwardRailPointNo(const IUseRail* railHolder, s32) -> s32
auto calcPreviousRailPointNo(const IUseRail* railHolder, s32) -> s32
void calcRailClippingInfo(sead::Vector3f*, f32*, const IUseRail* railHolder, f32, f32)
void setRailClippingInfo(sead::Vector3f*, LiveActor* actor, f32, f32)
void calcAndSyncMoveFitRailDir(IUseRail* railHolder, sead::Vector3f*, f32, const sead::Vector3f&, const sead::Vector3f&, bool)
void calcAndSyncMoveFitRailDir(LiveActor* actor, sead::Vector3f*, f32, bool)
auto createRailModelGroup(const IUseRail* railHolder, const ActorInitInfo&, const char*, const char*) -> LiveActorGroup*
auto calcRailDivideNum(const IUseRail* railHolder, f32, bool) -> s32
auto calcRailDivideForcePointNum(const IUseRail* railHolder, f32) -> s32
auto calcRailDivideEquallyNum(const IUseRail* railHolder, f32) -> s32
void placementRailDivide(const IUseRail* railHolder, f32, bool, const RailPlacementCallBack&)
void placementRailDivideForcePoint(const IUseRail* railHolder, f32, const RailPlacementCallBack&)
void placementRailDivideEqually(const IUseRail* railHolder, f32, const RailPlacementCallBack&)
void addResourceCategory(const sead::SafeString&, s32, sead::Heap*)
auto isEmptyCategoryResource(const sead::SafeString&) -> bool
void createCategoryResourceAll(const sead::SafeString&)
void removeResourceCategory(const sead::SafeString&)
auto getResourceName(const Resource*) -> const char*
auto getResourcePath(const Resource*) -> const char*
auto isExistResGraphicsFile(const Resource*) -> bool
auto findResource(const sead::SafeString&) -> Resource*
auto findOrCreateResource(const sead::SafeString& path, const char* ext) -> Resource*
auto findOrCreateResourceCategory(const sead::SafeString& path, const sead::SafeString& category, const char* ext) -> Resource*
auto findOrCreateResourceEventData(const char*, const char*) -> Resource*
auto findOrCreateResourceSystemData(const char*, const char*) -> Resource*
auto findOrCreateActorResource(ActorResourceHolder*, const char*, const char*) -> ActorResource*
void findOrCreateActorResourceWithAnimResource(ActorResourceHolder*, const char*, const char*, const char*, bool)
auto isExistResourceYaml(const Resource*, const char*, const char*) -> bool
auto isExistResourceYaml(const ActorResource*, const char*, const char*) -> bool
void findResourceYaml(const Resource*, const char*, const char*)
void findResourceYaml(const ActorResource*, const char*, const char*)
auto tryFindStageParameterFileDesign(const sead::SafeString&, const sead::SafeString&, s32) -> bool
void loadCategoryArchiveAll(const sead::SafeString&)
void setCurrentCategoryName(const char*)
void resetCurrentCategoryName()
void setCurrentCategoryNameDefault()
auto getBymlFromObjectResource(const sead::SafeString&, const sead::SafeString&) -> u8*
auto tryGetBymlFromObjectResource(const sead::SafeString&, const sead::SafeString&) -> u8*
auto getBymlFromLayoutResource(const sead::SafeString&, const sead::SafeString&) -> u8*
auto tryGetBymlFromLayoutResource(const sead::SafeString&, const sead::SafeString&) -> u8*
auto tryGetBymlFromArcName(const sead::SafeString&, const sead::SafeString&) -> u8*
auto getBymlFromArcName(const sead::SafeString&, const sead::SafeString&) -> u8*
auto getByml(const Resource*, const sead::SafeString&) -> u8*
auto tryGetByml(const Resource*, const sead::SafeString&) -> u8*
auto setAudioPlayerToResourceSystem(SeadAudioPlayer*, SeadAudioPlayer*) -> bool
auto createSceneObj(const IUseSceneObjHolder* objHolder, s32 type) -> ISceneObj*
void setSceneObj(const IUseSceneObjHolder* user, ISceneObj* obj, s32 sceneObjId)
auto getSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) -> ISceneObj*
auto tryGetSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) -> ISceneObj*
auto isExistSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) -> bool
void deleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId)
auto tryDeleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId) -> bool
template<typename T>
auto getSceneObj(const IUseSceneObjHolder* user) -> T*
template<typename T>
auto tryGetSceneObj(const IUseSceneObjHolder* user) -> T*
auto getStageInfoMapNum(const Scene* scene) -> s32
auto getStageInfoDesignNum(const Scene* scene) -> s32
auto getStageInfoSoundNum(const Scene* scene) -> s32
auto getStageInfoMap(const Scene* scene, s32 index) -> StageInfo*
auto getStageInfoDesign(const Scene* scene, s32 index) -> StageInfo*
auto getStageInfoSound(const Scene* scene, s32 index) -> StageInfo*
auto getStageResourceMap(const Scene* scene, s32 index) -> Resource*
auto tryGetStageResourceDesign(const Scene* scene, s32 index) -> Resource*
auto tryGetStageResourceSound(const Scene* scene, s32 index) -> Resource*
auto getSceneFrameBufferMain(const Scene* scene) -> agl::RenderBuffer*
auto getSceneDrawContext(const Scene* scene) -> agl::DrawContext*
auto getSceneFrameBufferConsole(const Scene* scene) -> agl::RenderBuffer*
auto getSceneFrameBufferHandheld(const Scene* scene) -> agl::RenderBuffer*
auto getSceneFrameBufferMainAspect(const Scene* scene) -> f32
auto isChangedGraphicsQualityMode(const Scene* scene) -> bool
auto getSceneAreaObjDirector(const Scene* scene) -> AreaObjDirector*
auto getSceneExecuteDirector(const Scene* scene) -> ExecuteDirector*
auto getScenePlayerHolder(const Scene* scene) -> PlayerHolder*
auto getSceneItemDirector(const Scene* scene) -> ItemDirectorBase*
void initActorInitInfo(ActorInitInfo* actorInitInfo, const Scene* scene, const PlacementInfo* placementInfo, const LayoutInitInfo* layoutInfo, const ActorFactory* actorFactory, SceneMsgCtrl* sceneMsgCtrl, GameDataHolderBase* gameDataHolderBase)
void initLayoutInitInfo(LayoutInitInfo* layoutInfo, const Scene* scene, const SceneInitInfo& sceneInfo)
void initPlacementAreaObj(Scene* scene, const ActorInitInfo& actorInfo)
void initPlacementGravityObj(Scene* scene)
auto tryGetPlacementInfoAndCount(PlacementInfo* outPlacementInfo, s32* outCount, const StageInfo* stageInfo, const char* key) -> bool
void initPlacementObjectMap(Scene* scene, const ActorInitInfo& actorInfo, const char* name)
void initPlacementByStageInfo(const StageInfo* stageInfo, const char* key, const ActorInitInfo& actorInfo)
void initPlacementObjectDesign(Scene* scene, const ActorInitInfo& actorInfo, const char* name)
void initPlacementObjectSound(Scene* scene, const ActorInitInfo& actorInfo, const char* name)
auto tryInitPlacementSingleObject(Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key) -> LiveActor*
auto tryInitPlacementSingleObject(Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key, const char* name) -> LiveActor*
auto tryInitPlacementActorGroup(LiveActorGroup* liveActorGroup, Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key, const char* name) -> bool
void initPlacementByStageInfoSingle(const StageInfo* stageInfo, const char* key, const ActorInitInfo& actorInfo)
auto tryGetPlacementInfo(PlacementInfo* outPlacementInfo, const StageInfo* stageInfo, const char* key) -> bool
void getPlacementInfo(PlacementInfo* outPlacementInfo, const StageInfo* stageInfo, const char* key)
void getPlacementInfoAndCount(PlacementInfo* outPlacementInfo, s32* outCount, const StageInfo* stageInfo, const char* key)
void initAreaObjDirector(Scene* scene, const AreaObjFactory* factory)
void initDemoDirector(Scene* scene, DemoDirector* demoDirector)
void initHitSensorDirector(Scene* scene)
void initGravityHolder(Scene* scene)
void initItemDirector(Scene* scene, ItemDirectorBase* itemDirector)
void initNatureDirector(Scene* scene)
void initSwitchAreaDirector(Scene* scene, s32 maxSwitchOnArea, s32 maxSwitchKeepOnArea)
void registerSwitchOnAreaGroup(Scene* scene, SwitchOnAreaGroup* switchOnAreaGroup)
void registerSwitchKeepOnAreaGroup(Scene* scene, SwitchKeepOnAreaGroup* switchKeepOnAreaGroup)
void initGraphicsSystemInfo(Scene* scene, const char* name, s32 index)
void initCameraDirectorImpl(Scene* scene, const CameraPoserFactory* cameraPoserFactory)
void initCameraDirector(Scene* scene, const char* name, s32 index, const CameraPoserFactory* cameraPoserFactory)
void initCameraDirectorWithoutStageResource(Scene* scene, const CameraPoserFactory* cameraPoserFactory)
void initCameraDirectorFix(Scene* scene, const sead::Vector3f& pos, const sead::Vector3f& lookAtPos, const CameraPoserFactory* cameraPoserFactory)
void initSceneCameraFovyDegree(Scene* scene, f32 fovy)
void initSnapShotCameraAudioKeeper(Scene* scene, IUseAudioKeeper* audioKeeper)
void setCameraAspect(Scene* scene, f32 aspectA, f32 aspectB)
void resetSceneInitEntranceCamera(Scene* scene)
void stopCameraByDeathPlayer(Scene* scene)
void restartCameraByDeathPlayer(Scene* scene)
void startInvalidCameraStopJudgeByDemo(Scene* scene)
void endInvalidCameraStopJudgeByDemo(Scene* scene)
void startCameraSnapShotMode(Scene* scene, bool useInterpole)
void endCameraSnapShotMode(Scene* scene)
auto isCameraReverseInputH(const Scene* scene) -> bool
void onCameraReverseInputH(Scene* scene)
void offCameraReverseInputH(Scene* scene)
auto isCameraReverseInputV(const Scene* scene) -> bool
void onCameraReverseInputV(Scene* scene)
void offCameraReverseInputV(Scene* scene)
auto getCameraStickSensitivityLevel(const Scene* scene) -> s32
void setCameraStickSensitivityLevel(Scene* scene, s32 sensitivityLevel)
auto isValidCameraGyro(const Scene* scene) -> bool
void validateCameraGyro(Scene* scene)
void invalidateCameraGyro(Scene* scene)
auto getCameraGyroSensitivityLevel(const Scene* scene) -> s32
void setCameraGyroSensitivityLevel(Scene* scene, s32 sensitivityLevel)
auto initAndCreatePauseCameraCtrl(Scene* scene, f32 value) -> PauseCameraCtrl*
void startCameraPause(PauseCameraCtrl* pauseCameraCtrl)
void endCameraPause(PauseCameraCtrl* pauseCameraCtrl)
auto initAudioDirectorImpl(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo) -> AudioDirector*
void initAudioDirector2D(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo)
void initAudioDirector3D(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo)
void initAudioDirector3D(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo, const sead::LookAtCamera* lookAtCamera, const Projection* projection, AreaObjDirector* areaObjDirector)
void initSceneAudioKeeper(Scene* scene, const SceneInitInfo& sceneInfo, const char* name)
void setIsSafeFinalizingInParallelThread(Scene* scene, bool isSafe)
void updateKit(Scene* scene)
void updateKitTable(Scene* scene, const char* name)
void updateKitList(Scene* scene, const char* listName, const char* name)
void updateKitList(Scene* scene, const char* name)
void updateLayoutKit(Scene* scene)
void updateEffect(Scene* scene)
void updateEffectSystem(Scene* scene)
void updateEffectPlayer(Scene* scene)
void updateEffectDemo(Scene* scene)
void updateEffectDemoWithPause(Scene* scene)
void updateEffectLayout(Scene* scene)
void updateGraphicsPrev(Scene* scene)
void updateKitListPrev(Scene* scene)
void updateKitListPost(Scene* scene)
void updateKitListPostDemoWithPauseNormalEffect(Scene* scene)
void updateKitListPostOnNerveEnd(Scene* scene)
void drawKit(const Scene* scene, const char* name)
void drawKitList(const Scene* scene, const char* listName, const char* name)
void drawLayoutKit(const Scene* scene, const char* name)
void drawEffectDeferred(const Scene* scene, s32 index)
void startForwardPlayerScreenFader(const Scene* scene, s32 a, s32 b, f32 c)
void endForwardPlayerScreenFader(const Scene* scene, s32 a)
auto isStopScene(const Scene* scene) -> bool
void startCheckViewCtrlByCameraPos(Scene* scene)
void startCheckViewCtrlByLookAtPos(Scene* scene)
void startCheckViewCtrlByPlayerPos(Scene* scene)
auto isExistScreenCoverCtrl(const Scene* scene) -> bool
auto isRequestCaptureScreenCover(const Scene* scene) -> bool
void resetRequestCaptureScreenCover(const Scene* scene)
auto isOffDrawScreenCover(const Scene* scene) -> bool
void resetCaptureScreenCover(const Scene* scene)
void validatePostProcessingFilter(const Scene* scene)
void invalidatePostProcessingFilter(const Scene* scene)
void incrementPostProcessingFilterPreset(const Scene* scene)
void decrementPostProcessingFilterPreset(const Scene* scene)
auto getPostProcessingFilterPresetId(const Scene* scene) -> s32
auto getActiveDemoName(const Scene* scene) -> const char*
auto getDemoActorList(const Scene* scene) -> LiveActor**
auto getDemoActorNum(const Scene* scene) -> s32
void updateDemoActor(const Scene* scene)
void updateDemoActorForPauseEffect(const Scene* scene)
void stopAllSe(const Scene* scene, u32 index)
void initPadRumble(const Scene* scene, const SceneInitInfo& sceneInfo)
void stopPadRumble(const Scene* scene)
void pausePadRumble(const Scene* scene)
void endPausePadRumble(const Scene* scene)
void validatePadRumble(Scene* scene)
void invalidatePadRumble(Scene* scene)
void setPadRumblePowerLevel(Scene* scene, s32 powerLevel)
auto getPreLoadFileListArc() -> const Resource*
auto tryRequestPreLoadFile(const Scene* scene, const SceneInitInfo& sceneInfo, s32 index, sead::Heap* heap) -> bool
void initCameraDirector(Scene* scene, const CameraPoserFactory* cameraPoserFactory)
auto getDisplayWidth() -> u32
auto getDisplayHeight() -> u32
auto getLayoutDisplayWidth() -> u32
auto getLayoutDisplayHeight() -> u32
auto getVirtualDisplayWidth() -> u32
auto getVirtualDisplayHeight() -> u32
auto getSubDisplayWidth() -> u32
auto getSubDisplayHeight() -> u32
auto isInScreen(const sead::Vector2f&, f32) -> bool
auto calcWorldPosFromScreen(sead::Vector3f* output, const sead::Vector2f&, const sead::Matrix34f&, f32) -> bool
void calcWorldPosFromScreenPos(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, f32)
void calcWorldPosFromScreenPos(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, const sead::Vector3f&)
void calcWorldPosFromScreenPos(sead::Vector3f* output, const SceneCameraInfo*, const sead::Vector2f&, f32, s32)
void calcWorldPosFromScreenPos(sead::Vector3f* output, const SceneCameraInfo*, const sead::Vector2f&, const sead::Vector3f&, s32)
void calcWorldPosFromScreenPosSub(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, f32)
void calcWorldPosFromScreenPosSub(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, const sead::Vector3f&)
void calcWorldPosFromLayoutPos(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, f32)
void calcWorldPosFromLayoutPos(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, const sead::Vector3f&)
void calcWorldPosFromLayoutPos(sead::Vector3f* output, const SceneCameraInfo*, const sead::Vector2f&, s32, s32)
void calcWorldPosFromLayoutPos(sead::Vector3f* output, const SceneCameraInfo*, const sead::Vector2f&, const sead::Vector3f&, s32)
void calcWorldPosFromLayoutPosSub(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, f32)
void calcWorldPosFromLayoutPosSub(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, const sead::Vector3f&)
void calcScreenPosFromWorldPos(sead::Vector2f* output, const IUseCamera*, const sead::Vector3f&)
void calcScreenPosFromWorldPosSub(sead::Vector2f* output, const IUseCamera*, const sead::Vector3f&)
void calcScreenPosFromLayoutPos(sead::Vector2f* output, const sead::Vector2f&)
auto calcScreenRadiusFromWorldRadius(const sead::Vector3f&, const IUseCamera*, f32) -> f32
auto calcScreenRadiusFromWorldRadiusSub(const sead::Vector3f&, const IUseCamera*, f32) -> f32
void calcLayoutPosFromScreenPos(sead::Vector2f* output, const sead::Vector2f&)
void calcLayoutPosFromWorldPos(sead::Vector2f* output, const IUseCamera*, const sead::Vector3f&)
void calcLayoutPosFromWorldPos(sead::Vector3f* output, const IUseCamera*, const sead::Vector3f&)
void calcLayoutPosFromWorldPos(sead::Vector2f* output, const SceneCameraInfo*, const sead::Vector3f&, s32)
void calcLayoutPosFromWorldPos(sead::Vector3f* output, const SceneCameraInfo*, const sead::Vector3f&, s32)
void calcLayoutPosFromWorldPosSub(sead::Vector2f* output, const IUseCamera*, const sead::Vector3f&)
void calcLayoutPosFromWorldPosWithClampOutRange(sead::Vector3f* output, const IUseCamera*, const sead::Vector3f&, f32, s32)
void calcLayoutPosFromWorldPosWithClampOutRange(sead::Vector3f* output, const SceneCameraInfo*, const sead::Vector3f&, f32, s32)
void calcLayoutPosFromWorldPosWithClampByScreen(sead::Vector3f* output, const IUseCamera*, const sead::Vector3f&)
auto calcLayoutRadiusFromWorldRadius(const sead::Vector3f&, const IUseCamera*, f32) -> f32
auto calcCameraPosToWorldPosDirFromScreenPos(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, f32) -> bool
auto calcCameraPosToWorldPosDirFromScreenPos(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, const sead::Vector3f&) -> bool
auto calcCameraPosToWorldPosDirFromScreenPos(sead::Vector3f* output, const SceneCameraInfo*, const sead::Vector2f&, f32, s32) -> bool
auto calcCameraPosToWorldPosDirFromScreenPos(sead::Vector3f* output, const SceneCameraInfo*, const sead::Vector2f&, const sead::Vector3f&, s32) -> bool
void calcCameraPosToWorldPosDirFromScreenPosSub(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, f32)
void calcCameraPosToWorldPosDirFromScreenPosSub(sead::Vector3f* output, const IUseCamera*, const sead::Vector2f&, const sead::Vector3f&)
void calcLineCameraToWorldPosFromScreenPos(sead::Vector3f* output1, sead::Vector3f* output2, const IUseCamera*, const sead::Vector2f&)
void calcLineCameraToWorldPosFromScreenPos(sead::Vector3f* output1, sead::Vector3f* output2, const IUseCamera*, const sead::Vector2f&, f32, f32)
void calcLineCameraToWorldPosFromScreenPos(sead::Vector3f* output1, sead::Vector3f* output2, const SceneCameraInfo*, const sead::Vector2f&, s32)
void calcLineCameraToWorldPosFromScreenPos(sead::Vector3f* output1, sead::Vector3f* output2, const SceneCameraInfo*, const sead::Vector2f&, f32, f32, s32)
void calcLineCameraToWorldPosFromScreenPosSub(sead::Vector3f* output1, sead::Vector3f* output2, const IUseCamera*, const sead::Vector2f&)
void calcLineCameraToWorldPosFromScreenPosSub(sead::Vector3f* output1, sead::Vector3f* output2, const IUseCamera*, const sead::Vector2f&, f32, f32)
void startSe(const IUseAudioKeeper*, const sead::SafeString&)
auto verifySeKeeperNull(const IUseAudioKeeper*, const sead::SafeString&) -> bool
auto tryStartSe(const IUseAudioKeeper*, const sead::SafeString&) -> bool
void holdSe(const IUseAudioKeeper*, const sead::SafeString&)
auto tryHoldSe(const IUseAudioKeeper*, const sead::SafeString&) -> bool
void startSeWithParam(const IUseAudioKeeper*, const sead::SafeString&, f32, const char*)
auto tryStartSeWithParam(const IUseAudioKeeper*, const sead::SafeString&, f32, const char*) -> bool
void holdSeWithParam(const IUseAudioKeeper*, const sead::SafeString&, f32, const char*)
auto tryHoldSeWithParam(const IUseAudioKeeper*, const sead::SafeString&, f32, const char*) -> bool
void startSeWithMeInfo(const IUseAudioKeeper*, const sead::SafeString&, const MeInfo*)
void holdSeWithMeInfo(const IUseAudioKeeper*, const sead::SafeString&, const MeInfo*)
void startSeWithManualControl(const IUseAudioKeeper*, const sead::SafeString&, const SePlayParamList*, const char*, const sead::Vector3f*)
auto tryStartSeWithManualControl(const IUseAudioKeeper*, const sead::SafeString&, const SePlayParamList*, const char*, const sead::Vector3f*) -> bool
void holdSeWithManualControl(const IUseAudioKeeper*, const sead::SafeString&, const SePlayParamList*, const char*, const sead::Vector3f*)
auto tryHoldSeWithManualControl(const IUseAudioKeeper*, const sead::SafeString&, const SePlayParamList*, const char*, const sead::Vector3f*) -> bool
void stopSe(const IUseAudioKeeper*, const sead::SafeString&, s32, const char*)
void stopSeWithoutFreezed(const IUseAudioKeeper*, const sead::SafeString&, s32, const char*)
auto tryStopSe(const IUseAudioKeeper*, const sead::SafeString&, s32, const char*) -> bool
void tryStopAllSeFromUser(const IUseAudioKeeper*, s32, const char*)
void stopAllSeFromUser(const IUseAudioKeeper*, s32, const char*)
auto isPlayingAnySe(const IUseAudioKeeper*, const char*) -> bool
auto checkIsPlayingSe(const IUseAudioKeeper*, const sead::SafeString&, const char*) -> bool
void setLifeTimeForHoldCall(const IUseAudioKeeper*, const char*, s32, const char*)
void setSeSourceVolume(const IUseAudioKeeper*, f32)
void setSeKeeperPlayNamePrefix(const IUseAudioKeeper*, const char*)
void resetSeKeeperPlayNamePrefix(const IUseAudioKeeper*)
auto isExistSeKeeper(const IUseAudioKeeper*) -> bool
void forceActivateSeKeeper(IUseAudioKeeper*)
void validateSeKeeper(IUseAudioKeeper*)
void invalidateSeKeeper(IUseAudioKeeper*)
void setSeEmitterPoseMtxPtr(const IUseAudioKeeper*, const sead::Matrix34f*, const char*)
void setSeEmitterPosePosPtr(const IUseAudioKeeper*, const sead::Vector3f*, const char*)
void tryUpdateSeMaterialCode(IUseAudioKeeper*, const char*)
void updateSeMaterialWater(IUseAudioKeeper*, bool)
void updateSeMaterialWet(IUseAudioKeeper*, bool)
void updateSeMaterialBeyondWall(IUseAudioKeeper*, bool)
void updateSeMaterialPuddle(IUseAudioKeeper*, bool)
void resetSeMaterialName(const IUseAudioKeeper*)
void setSeModifier(const IUseAudioKeeper*, ISeModifier*)
void setSeUserSyncParamPtr(const IUseAudioKeeper*, const f32*, const char*)
void setSeUserSyncParamPtrInt(const IUseAudioKeeper*, const s32*, const char*)
void setSeOutputFromController(SePlayParamList*, s32, bool)
void setSeOutputTvDrcRemoteAll(SePlayParamList*)
auto isExistShadow(LiveActor* actor) -> bool
auto isExistShadowMaskCtrl(LiveActor* actor) -> bool
auto isExistShadowMask(LiveActor* actor, const char* maskName) -> bool
auto isExistDepthShadow(LiveActor* actor) -> bool
auto isExistDepthShadowMapCtrl(LiveActor* actor) -> bool
auto isExistAnyShadowCtrl(LiveActor* actor) -> bool
auto isHideShadowMask(const LiveActor* actor) -> bool
void hideShadow(LiveActor* actor)
void showShadow(LiveActor* actor)
void showShadowMask(LiveActor* actor)
void showShadowMask(LiveActor* actor, ShadowMaskBase* mask)
void showShadowMask(LiveActor* actor, const char* maskName)
void showShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory)
void hideShadowMask(LiveActor* actor)
void hideShadowMask(LiveActor* actor, ShadowMaskBase* mask)
void hideShadowMask(LiveActor* actor, const char* maskName)
void hideShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory)
auto isHideShadowMask(LiveActor* actor, const char* maskName) -> bool
void showDepthShadowMap(LiveActor* actor, s32 mapIdx)
void showDepthShadowMap(const LiveActor* actor, DepthShadowMapInfo* map)
void showDepthShadowMap(LiveActor* actor, const char* mapName)
void hideDepthShadowMap(LiveActor* actor, s32 mapIdx)
void hideDepthShadowMap(const LiveActor* actor, DepthShadowMapInfo* map)
void hideDepthShadowMap(LiveActor* actor, const char* mapName)
auto isHideDepthShadowMap(LiveActor* actor, const char* mapName) -> bool
auto isHideDepthShadowMap(LiveActor* actor, s32 mapIdx) -> bool
auto getDepthShadowMapNum(LiveActor* actor) -> s32
void validateShadowMask(LiveActor* actor)
void validateShadowMask(LiveActor* actor, ShadowMaskBase* mask)
void validateShadowMask(LiveActor* actor, const char* maskName)
void invalidateShadowMask(LiveActor* actor)
void invalidateShadowMask(LiveActor* actor, ShadowMaskBase* mask)
void invalidateShadowMask(LiveActor* actor, const char* maskName)
void validateDepthShadowMap(LiveActor* actor)
void validateDepthShadowMap(LiveActor* actor, DepthShadowMapInfo* map)
void validateDepthShadowMap(LiveActor* actor, const char* mapName)
void invalidateDepthShadowMap(LiveActor* actor)
void invalidateDepthShadowMap(LiveActor* actor, DepthShadowMapInfo* map)
void invalidateDepthShadowMap(LiveActor* actor, const char* mapName)
void invalidateShadowMask(LiveActor* actor, ShadowMaskDrawCategory drawCategory)
void invalidateShadowMaskIntensityAll(LiveActor* actor)
void setShadowMaskFixed(LiveActor* actor, bool isFixed)
void setShadowMaskDropDir(LiveActor* actor, const sead::Vector3f& dropDir)
void setShadowMaskDropDir(LiveActor* actor, const sead::Vector3f& dropDir, const char* maskName)
void setShadowMaskDropDirActorDown(LiveActor* actor)
void setShadowMaskSize(LiveActor* actor, const char* maskName, const sead::Vector3f& size)
void setShadowMaskSize(LiveActor* actor, const char* maskName, f32 sizeX, f32 sizeY, f32 sizeZ)
void setShadowTextureOffset(LiveActor* actor, const char* maskName, f32 offsetX, f32 offsetY)
void onShadowTextureScroll(LiveActor* actor, const char* maskName)
void offShadowTextureScroll(LiveActor* actor, const char* maskName)
void calcShadowMaskSize(sead::Vector3f* size, LiveActor* actor, const char* maskName)
auto getShadowMaskDropLength(const LiveActor* actor, const char* maskName) -> f32
void setShadowMaskDropLength(LiveActor* actor, f32 dropLength)
void setShadowMaskDropLength(LiveActor* actor, f32 dropLength, const char* maskName)
void setShadowMaskDropLengthScaleWithDrawCategory(LiveActor* actor, f32 dropLengthScale, ShadowMaskDrawCategory drawCategory)
void setShadowMaskDropLengthWithDrawCategory(LiveActor* actor, f32 dropLength, ShadowMaskDrawCategory drawCategory)
void setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask, const char* maskName, const sead::Vector3f&)
void setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask, const ShadowMaskBase* mask, const sead::Vector3f&)
void setShadowMaskDropLengthEvenWithDrawCategory(LiveActor*, ShadowMaskDrawCategory drawCategory, const LiveActor*, const char* maskName)
void setShadowMaskDropLengthEvenPlaneNormal(const LiveActor* actor, const sead::Vector3f&)
auto getDepthShadowMapWidth(const LiveActor* actor, const char* mapName) -> s32
auto getDepthShadowMapHeight(const LiveActor* actor, const char* mapName) -> s32
void setDepthShadowMapSize(const LiveActor* actor, s32 width, s32 height, const char* mapName)
auto getDepthShadowMapLength(const LiveActor* actor, const char* mapName) -> f32
void setDepthShadowMapLength(const LiveActor* actor, f32 length, const char* mapName)
void setDepthShadowMapLengthFromActorTransFlag(const LiveActor* actor, bool isSetShadowLength, const char* mapName)
void setDepthShadowMapBoundingBox(const LiveActor* actor, const sead::Vector3f& boundMin, const sead::Vector3f& boundMax, const char* mapName)
void setDepthShadowMapMaskTypeNone(const LiveActor* actor, const char* mapName)
void setDepthShadowMapMaskTypeSelf(const LiveActor* actor, const char* mapName)
void setEnableDepthShadowMapBottomGradation(const LiveActor* actor, const char* mapName, bool isEnableBottomGradation)
auto isEnableDepthShadowMapBottomGradation(const LiveActor* actor, const char* mapName) -> bool
void setDepthShadowMapBottomGradationLength(const LiveActor* actor, const char* mapName, f32 length)
auto getDepthShadowMapBottomGradationLength(const LiveActor* actor, const char* mapName) -> f32
auto isAppendSubActorDepthShadowMap(const LiveActor* actor) -> bool
auto getShadowMaskDropLengthMax(const LiveActor* actor) -> f32
void setShadowMaskColor(const LiveActor* actor, const char* maskName, const sead::Color4f& color)
auto getShadowMaskColor(const LiveActor* actor, const char* maskName) -> const sead::Color4f&
void setShadowMaskIntensity(const LiveActor* actor, const char* maskName, f32 intensity)
auto getShadowMaskIntensity(const LiveActor* actor, const char* maskName) -> f32
auto getShadowMaskTextureFixedScale(const LiveActor* actor, const char* maskName) -> f32
void setShadowMaskTextureFixedScale(const LiveActor* actor, const char* maskName, f32 scale)
auto getShadowMaskOffset(const LiveActor* actor, const char* maskName) -> const sead::Vector3f&
void setShadowMaskOffset(const LiveActor* actor, const sead::Vector3f& offset, const char* maskName)
auto isExistOcclusionLightPosPtr(const LiveActor* actor, const char* occSphereName) -> bool
void setOcclusionLightPosPtr(const LiveActor* actor, const char* occSphereName, const sead::Vector3f* lightPosPtr)
void setOcclusionAddOffset(const LiveActor* actor, const char* occSphereName, const sead::Vector3f& offset)
void enableOcclusion(const LiveActor* actor, const char* occSphereName)
void disableOcclusion(const LiveActor* actor, const char* occSphereName)
auto isEnableOcclusion(const LiveActor* actor, const char* occSphereName) -> bool
void calcSphereDoBoundingInfo(sead::Vector3f*, sead::Vector3f*, f32*, f32*, const LiveActor* actor, const char* occSphereName, f32)
void calcOcclusionSpherePos(sead::Vector3f* pos, const LiveActor* actor, const char* occSphereName)
void changeOcclusionGroup(const LiveActor* actor, const char* occSphereName, const char* groupName)
auto getOcclusionSphere(const LiveActor* actor, const char* occSphereName) -> OccSphere*
void setOcclusionIgnoreHostHide(const LiveActor* actor, bool isIgnoreHostHide)
auto findIsInShade(const LiveActor* actor, const sead::Vector3f& pos) -> bool
void requestDepthShadowMapLightDir(const LiveActor* actor, const sead::Vector3f& lightDir, const char* mapName)
void resetRequestDepthShadowMapLightDir(const LiveActor* actor, const char* mapName)
auto isRequestDepthShadowMapLightDir(const LiveActor* actor, const char* mapName) -> bool
void onDepthShadowModel(LiveActor* actor)
void offDepthShadowModel(LiveActor* actor)
void updateDepthShadowMapCtrlShapeVisible(LiveActor* actor)
void makeStageDataArchivePath(sead::BufferedSafeString* archivePath, const char* stageName, const char* resourceType)
void initStageSwitch(IUseStageSwitch* user, StageSwitchDirector* stageSwitchDirector, const PlacementInfo& placementInfo)
static auto getStageSwitchAccesser(const IUseStageSwitch* user, const char* linkName) -> StageSwitchAccesser*
auto isValidStageSwitch(const IUseStageSwitch* user, const char* linkName) -> bool
auto isOnStageSwitch(const IUseStageSwitch* user, const char* linkName) -> bool
void onStageSwitch(IUseStageSwitch* user, const char* linkName)
void offStageSwitch(IUseStageSwitch* user, const char* linkName)
auto tryOnStageSwitch(IUseStageSwitch* user, const char* linkName) -> bool
auto tryOffStageSwitch(IUseStageSwitch* user, const char* linkName) -> bool
auto isSameStageSwitch(const IUseStageSwitch* user, const IUseStageSwitch* otherUser, const char* linkName) -> bool
auto isValidSwitchAppear(const IUseStageSwitch* user) -> bool
auto isOnSwitchAppear(const IUseStageSwitch* user) -> bool
auto isValidSwitchKill(const IUseStageSwitch* user) -> bool
auto isValidSwitchDeadOn(const IUseStageSwitch* user) -> bool
void onSwitchDeadOn(IUseStageSwitch* user)
void offSwitchDeadOn(IUseStageSwitch* user)
auto tryOnSwitchDeadOn(IUseStageSwitch* user) -> bool
auto tryOffSwitchDeadOn(IUseStageSwitch* user) -> bool
auto isValidSwitchStart(const IUseStageSwitch* user) -> bool
auto isOnSwitchStart(const IUseStageSwitch* user) -> bool
auto listenStageSwitchOn(IUseStageSwitch* user, const char* eventName, const FunctorBase& action) -> bool
auto listenStageSwitchOff(IUseStageSwitch* user, const char* eventName, const FunctorBase& action) -> bool
auto listenStageSwitchOnOff(IUseStageSwitch* user, const char* eventName, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
auto listenStageSwitchOnAppear(IUseStageSwitch* user, const FunctorBase& action) -> bool
auto listenStageSwitchOnOffAppear(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
auto listenStageSwitchOnKill(IUseStageSwitch* user, const FunctorBase& action) -> bool
auto listenStageSwitchOnOffKill(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
auto trySyncStageSwitchOnOffAppear(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
auto trySyncStageSwitchOnOffKill(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
auto trySyncStageSwitchOnOffAppearAndKill(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
auto listenStageSwitchOnStart(IUseStageSwitch* user, const FunctorBase& action) -> bool
auto listenStageSwitchOnOffStart(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
auto listenStageSwitchOnStop(IUseStageSwitch* user, const FunctorBase& action) -> bool
auto trySyncStageSwitchOnOff(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff) -> bool
auto tryGetByamlU8(u8* pOut, const ByamlIter& rIter, const char* pKey) -> bool
auto tryGetByamlU16(u16* pOut, const ByamlIter& rIter, const char* pKey) -> bool
auto tryGetByamlS16(s16* pOut, const ByamlIter& rIter, const char* pKey) -> bool
auto tryGetByamlS32(s32* pOut, const ByamlIter& rIter, const char* pKey) -> bool
auto tryGetByamlU32(u32* pOut, const ByamlIter& rIter, const char* pKey) -> bool
auto tryGetByamlS64(s64* pOut, const ByamlIter& rIter, const char* pKey) -> bool
auto tryGetByamlU64(u64* pOut, const ByamlIter& rIter, const char* pKey) -> bool
auto tryGetByamlF32(f32* pOut, const ByamlIter& rIter, const char* pKey) -> bool
auto tryGetByamlV2f(sead::Vector2f* pOut, const ByamlIter& rIter) -> bool
auto tryGetByamlV3f(sead::Vector3f* pOut, const ByamlIter& rIter) -> bool
auto tryGetByamlV4f(sead::Vector4f* pOut, const ByamlIter& rIter) -> bool
auto tryGetByamlScale(sead::Vector3f* pOut, const ByamlIter& rIter) -> bool
auto tryGetByamlV2s32(sead::Vector2i* pOut, const ByamlIter& rIter) -> bool
auto tryGetByamlV3s32(sead::Vector3i* pOut, const ByamlIter& rIter) -> bool
auto tryGetByamlBox3f(sead::BoundBox3f* pOut, const ByamlIter& rIter) -> bool
auto tryGetByamlV3f(sead::Vector3f* pOut, const ByamlIter& sIter, const char* key) -> bool
auto tryGetByamlV2f(sead::Vector2f* pOut, const ByamlIter& sIter, const char* key) -> bool
auto tryGetByamlV4f(sead::Vector4f* pOut, const ByamlIter& sIter, const char* key) -> bool
auto tryGetByamlScale(sead::Vector3f* pOut, const ByamlIter& sIter, const char* key) -> bool
auto tryGetByamlV2s32(sead::Vector2i* pOut, const ByamlIter& sIter, const char* key) -> bool
auto tryGetByamlV3s32(sead::Vector3i* pOut, const ByamlIter& sIter, const char* key) -> bool
auto tryGetByamlBox3f(sead::BoundBox3f* pOut, const ByamlIter& sIter, const char* key) -> bool
auto tryGetByamlString(const char** pOut, const ByamlIter& rIter, const char* key) -> bool
auto tryGetByamlColor(sead::Color4f* pOut, const ByamlIter& rIter) -> bool
auto tryGetByamlColor(sead::Color4f* pOut, const ByamlIter& sIter, const char* key) -> bool
auto tryGetByamlBool(bool* pOut, const ByamlIter& rIter, const char* key) -> bool
auto tryGetByamlKeyStringOrNULL(const ByamlIter& rIter, const char* key) -> const char*
auto tryGetByamlKeyIntOrZero(const ByamlIter& rIter, const char* key) -> s32
auto tryGetByamlKeyU32OrZero(const ByamlIter& rIter, const char* key) -> u32
auto tryGetByamlKeyFloatOrZero(const ByamlIter& rIter, const char* key) -> f32
auto tryGetByamlKeyBoolOrFalse(const ByamlIter& rIter, const char* key) -> bool
auto tryGetByamlIterByKey(ByamlIter* pOut, const ByamlIter& rIter, const char* key) -> bool
auto tryGetByamlKeyAndIntByIndex(const char** key, s32* pOut, const ByamlIter& rIter, s32 index) -> bool
auto getByamlKeyString(const ByamlIter& rIter, const char* key) -> const char*
auto getByamlKeyInt(const ByamlIter& rIter, const char* key) -> s32
auto getByamlKeyFloat(const ByamlIter& rIter, const char* key) -> f32
auto getByamlKeyBool(const ByamlIter& rIter, const char* key) -> bool
void getByamlIterByKey(ByamlIter* pOut, const ByamlIter& rIter, const char* pKey)
void getByamlIterByIndex(ByamlIter* pOut, const ByamlIter& rIter, s32 index)
auto isTypeBoolByIndex(const ByamlIter& rIter, s32 index) -> bool
auto isTypeBoolByKey(const ByamlIter& rIter, const char* pKey) -> bool
auto isTypeIntByIndex(const ByamlIter& rIter, s32 index) -> bool
auto isTypeIntByKey(const ByamlIter& rIter, const char* pKey) -> bool
auto isTypeFloatByIndex(const ByamlIter& rIter, s32 index) -> bool
auto isTypeFloatByKey(const ByamlIter& rIter, const char* pKey) -> bool
auto isTypeStringByIndex(const ByamlIter& rIter, s32 index) -> bool
auto isTypeStringByKey(const ByamlIter& rIter, const char* pKey) -> bool
auto isTypeArrayByIndex(const ByamlIter& rIter, s32 index) -> bool
auto isTypeArrayByKey(const ByamlIter& rIter, const char* pKey) -> bool
auto isTypeHashByIndex(const ByamlIter& rIter, s32 index) -> bool
auto isTypeHashByKey(const ByamlIter& rIter, const char* pKey) -> bool
auto getByamlIterDataNum(const ByamlIter& rIter) -> s32
void printByamlIter(const u8* data)
void printByamlIter(const ByamlIter& iter)
void printByamlIter_(const ByamlIter& iter, PrintParams* param)
template<ByamlDataType T>
auto isTypeByIndex(const ByamlIter& rIter, s32 index) -> bool
template<ByamlDataType T>
auto isTypeByKey(const ByamlIter& rIter, const char* key) -> bool
SEAD_ENUM(YamlParamType, Invalid, Bool, F32, S32, U32, V2f, V2s32, V3f, V4f, Q4f, C4f, StringRef, String32, String64, String128, String256, String512, String1024, String2048, String4096)
auto add(const char* string, sead::TList<const char*>& list) -> char*
auto getFileList(sead::FixedSafeString<256> out[], s32 outSize, const char* path, bool isPathValidconst sead::DirectoryEntry &, const char *, const char* suffix) -> u32
static auto isDirectoryValid(const sead::DirectoryEntry& entry, const char* suffix) -> bool
static auto isFileValid(const sead::DirectoryEntry& entry, const char* suffix) -> bool
auto createRollingCubePoseKeeper(const LiveActor* actor, const ActorInitInfo& initInfo) -> RollingCubePoseKeeper*
auto createRollingCubePoseKeeper(const sead::BoundBox3f& cubeSize, const ActorInitInfo& initInfo) -> RollingCubePoseKeeper*
auto nextRollingCubeKey(RollingCubePoseKeeper* keeper) -> bool
void setStartRollingCubeKey(RollingCubePoseKeeper* keeper)
void setRollingCubeKeyIndex(RollingCubePoseKeeper* keeper, s32 index)
auto isMoveTypeLoopRollingCube(const RollingCubePoseKeeper* keeper) -> bool
void fittingToCurrentKeyBoundingBox(sead::Quatf* outQuat, sead::Vector3f* outTrans, const RollingCubePoseKeeper* keeper)
void calcCurrentKeyQT(sead::Quatf* outQuat, sead::Vector3f* outTrans, const RollingCubePoseKeeper* keeper, const sead::Quatf& quat, const sead::Vector3f& trans, f32 rate)
void getCurrentKeyQT(sead::Quatf* outQuat, sead::Vector3f* outTrans, const RollingCubePoseKeeper* keeper)
auto getCurrentKeyRotateDegree(const RollingCubePoseKeeper* keeper) -> f32
auto getCurrentKeySlideVec(const RollingCubePoseKeeper* keeper) -> const sead::Vector3f&
auto getCurrentKeyIndex(const RollingCubePoseKeeper* keeper) -> s32
auto getCurrentKeyPlacementInfo(const RollingCubePoseKeeper* keeper) -> const PlacementInfo&
auto isMovementCurrentKeyRotate(const RollingCubePoseKeeper* keeper) -> bool
auto isMovementCurrentKeySlide(const RollingCubePoseKeeper* keeper) -> bool
auto calcDistanceCurrentKeyRotateCenterToBoxCenter(const RollingCubePoseKeeper* keeper) -> f32
void calcMtxLandEffect(sead::Matrix34f* effectMtx, const RollingCubePoseKeeper* keeper, const sead::Quatf& quat, const sead::Vector3f& trans)
void calcRollingCubeClippingInfo(sead::Vector3f* clippingTrans, f32* clippingRadius, const RollingCubePoseKeeper* keeper, f32 offset)
void executeUpdate(LiveActorKit*, const char*)
void executeUpdateTable(LiveActorKit*, const char*)
void executeUpdateList(LiveActorKit*, const char*, const char*)
void executeDraw(const LiveActorKit*, const char*)
void executeDrawList(const LiveActorKit*, const char*, const char*)
auto isActiveDraw(const LiveActorKit*, const char*) -> bool
void executeUpdateDrawBuffer(const LiveActorKit*)
void waitUpdateDrawBuffer(const LiveActorKit*)
void executeUpdateCalcView(const LiveActorKit*)
void waitUpdateCalcView(const LiveActorKit*)
void incrementDrawBufferCounter(const LiveActorKit*)
void registSupportFreezeSyncGroup(LiveActor* actor, const ActorInitInfo& info)

Variables

static NameToCreator<AreaShapeCreatorFunction> sAreaShapeEntries
const char* str2
const char* archiveName
const CameraShaker::ShakeInfo WeakShakeLoop
const CameraShaker::ShakeInfo ShakeInfos
const char* name
const char const char* groupName
const char const char const char* areaName
AreaObjGroup* areaGroup
const PlacementInfo& actorPlacementInfo
const NameToCreator<PoseKeeperCreatorFunction> gActorPoseTable
LiveActor* actor
s32 poseId
return false
const ActorInitInfo& initInfo
const ActorInitInfo Resource* modelRes
const ActorInitInfo Resource const char* suffix
const char* pose
sead::Vector3f scale
const sead::Vector3f& prevScale
scale x
scale y
scale z
sead::BoundBox3f modelBoundingBox
s32 lodModelCount
ModelLodCtrl* modelLodCtrl
const ActorInitInfo Resource ActorResource* actorResource
s32 blendAnimMax
const char* displayRootJointName
bool isCreateUniqShader
s32 partialAnimSlotNum
s32 partialAnimGroupNum
s32 partialAnimPartsListBufferSize
bool isFixedModel
bool isIgnoreUpdateOnDrawClipping
true
ModelKeeper* modelKeeper
MaterialCategoryKeeper* materialCategoryKeeper
GraphicsQualityInfo* graphicsQualityInfo
ModelOcclusionQuery* modelOcclusionQuery
bool isCalcViewCore1
bool isCalcViewCore2
const char* updaterCategoryName
const char* drawerCategoryName
ByamlIter iter
s32 numSensors
sead::FixedSafeString<256> unused
const char* sensorName
HitSensor* sensor
const char* joint
sead::Matrix34f* jointMtx
f32 radius
u32 planeNum
sead::Vector3f offset
const char* seName
const char* bgmName
else return
const ActorInitInfo const ByamlIter& initClipping
ByamlIter groupClipping
bool invalidate
sead::BoundBox3f obb
f32 nearClipDistance
tryGetArg& usingDepthShadow
ByamlIter initShadowMask
ByamlIter tmp
DitherAnimator* ditherAnimator
const PlacementInfo* placementInfo
const char* objectName
const char* className
ActorCreatorFunction creationFunction
const char* displayName
const LiveActor* target
const LiveActor const sead::Vector3f& targetVelocity
const LiveActor const sead::Vector3f f32 reboundStrength
calcDirToActor& direction
f32 dot
static sead::FixedSafeString<256> sDeviceName

Enum documentation

enum class al::Axis: s32

enum class al::MoveType: s32

enum al::ByamlDataType: const u8

enum class al::FileState: s32

Typedef documentation

using al::CameraPoserCreatorFunction = CameraPoser*(*)(const char*cameraPoserName)

using al::EventFlowNodeCreatorFunction = EventFlowNode*(*)(const char*eventFlowNodeName)

using al::ActorCreatorFunction = LiveActor*(*)(const char*actorName)

using al::JudgeFuncPtr = bool(*)(const SensorMsg*message, HitSensor*other, HitSensor*self)

Function documentation

AreaObj* al::tryFindAreaObj(const IUseAreaObj* areaUser, const char* name, const sead::Vector3f& position)

AreaObj* al::tryFindAreaObjWithFilter(const IUseAreaObj* areaUser, const char* name, const sead::Vector3f& position, AreaObjFilterBase* filter)

bool al::tryFindAreaObjAll(const IUseAreaObj* areaUser, const char* name, const sead::Vector3f& position, AreaObjFindCallBack* callBack)

AreaObjGroup* al::tryFindAreaObjGroup(const IUseAreaObj* areaUser, const char* name)

bool al::isInAreaObj(const AreaObjGroup* group, const sead::Vector3f& position)

AreaObj* al::tryGetAreaObj(const AreaObjGroup* group, const sead::Vector3f& position)

bool al::isInAreaPos(const AreaObj* areaObj, const sead::Vector3f& position)

bool al::isInAreaObj(const IUseAreaObj* areaUser, const char* name, const sead::Vector3f& position)

bool al::isExistAreaObj(const IUseAreaObj* areaUser, const char* name)

bool al::isInDeathArea(const IUseAreaObj* areaUser, const sead::Vector3f& position)

bool al::isInWaterArea(const IUseAreaObj* areaUser, const sead::Vector3f& position)

bool al::isInPlayerControlOffArea(const IUseAreaObj* areaUser, const sead::Vector3f& position)

s32 al::calcAreaObjNum(const IUseAreaObj* areaUser, const char* name)

f32 al::calcWaterSinkDepth(const IUseAreaObj* areaUser, const sead::Vector3f& position)

bool al::tryGetAreaObjArg(s32* outArg, const AreaObj* areaObj, const char* key)

bool al::tryGetAreaObjArg(f32* outArg, const AreaObj* areaObj, const char* key)

bool al::tryGetAreaObjArg(bool* outArg, const AreaObj* areaObj, const char* key)

bool al::tryGetAreaObjStringArg(const char** outArg, const AreaObj* areaObj, const char* key)

void al::getAreaObjDirFront(sead::Vector3f* outFrontDir, const AreaObj* areaObj)

void al::getAreaObjDirUp(sead::Vector3f* outUpDir, const AreaObj* areaObj)

void al::getAreaObjDirSide(sead::Vector3f* outSideDir, const AreaObj* areaObj)

void al::calcNearestAreaObjEdgePos(sead::Vector3f* outNearestEdgePos, const AreaObj* areaObj, const sead::Vector3f& position)

void al::calcNearestAreaObjEdgePosTopY(sead::Vector3f* outNearestEdgePosTopY, const AreaObj* areaObj, const sead::Vector3f& position)

void al::calcAreaObjCenterPos(sead::Vector3f* outCenterPosition, const AreaObj* areaObj)

bool al::checkAreaObjCollisionByArrow(sead::Vector3f* outHitPosition, sead::Vector3f* outNormal, const AreaObj* areaObj, const sead::Vector3f& position1, const sead::Vector3f& position2)

bool al::calcFindAreaSurface(const IUseAreaObj* areaUser, const char* name, sead::Vector3f* outHitPosition, sead::Vector3f* outNormal, const sead::Vector3f& position1, const sead::Vector3f& position2)

bool al::calcFindAreaSurface(const IUseAreaObj* areaUser, const char* name, sead::Vector3f* outHitPosition, sead::Vector3f* outNormal, const sead::Vector3f& position, const sead::Vector3f& direction, f32 distance)

template<typename T>
AreaObj* al::createAreaObjFunction(const char* areaObjName)

bool al::isAnyPosInVolume(AreaObj* areaObj, sead::Vector3f* targetPos, s32 targetPosCount)

bool al::isAllPosInVolume(AreaObj* areaObj, sead::Vector3f* targetPos, s32 targetPosCount)

s32 al::calcHashCode(const char* str)

s32 al::calcHashCodeLower(const char* str)

s32 al::calcHashCodeFmt(const char* format, std::va_list argv)

s32 al::calcHashCodeFmt(const char* format, ...)

const char* al::getBaseName(const char* name)

const char* al::createStringIfInStack(const char* str)

const char* al::createConcatString(const char* start, const char* end)

void al::createFileNameBySuffix(sead::BufferedSafeString* out, const char* name, const char* suffix)

u32 al::outputValueWithComma(char* out, u32 size, u64 value, bool usePadding, bool padToThousands)

void al::extractString(char* out, const char* str, u32 len, u32 unused)

const char* al::searchSubString(const char* str, const char* substr)

const char* al::searchSubString(const char* str, const char* substr, s32 substrLen)

void al::removeExtensionString(char* out, u32 len, const char* str)

void al::removeStringFromEnd(char* out, u32 len, const char* end, const char* str)

void al::translateCharacters(char* string, const char* charmap, const char* newCharmap)

bool al::isEqualString(const char16* str1, const char16* str2)

bool al::isEqualSubString(const char* str, const char* subStr)

bool al::isStartWithString(const char* str, const char* start)

bool al::isEndWithString(const char* str, const char* end)

s32 al::compareStringIgnoreCase(const char* str1, const char* str2)

void al::copyString(char* out, const char* str, u32 len)

void al::copyStringW(char16* out, const char16* str, u32 len)

al::__attribute__((noinline)) bool isEqualString(const char *str1

bool al::isEqualString(const sead::SafeString& safestr1, const sead::SafeString& safestr2)

bool al::isEqualStringCase(const char* str1, const char* str2)

const char* al::getSubStringUnmatched(const char**, const char*, const MatchStr&, void(*)(const char*, const char*, void*), void*)

const char* al::getSubStringUnmatched(const char*, const MatchStr&)

void al::tryReplaceString(sead::BufferedSafeString*, const char*, const char*)

void al::tryReplaceString(sead::BufferedSafeString*, const char*, const char*, const char*)

void al::tryReplaceStringNoRecursive(sead::BufferedSafeString*, const char*, const char*, const char*)

bool al::isMatchString(const char*, const MatchStr&)

void al::makeUrlEncodeString(char*, u32, const char*)

void al::makeUrlDecodeString(char*, u32, const char*)

bool al::isInStack(const void*)

bool al::isEqualString(const char* str1, const char* str2)

Bgm3DParamsController* al::getBgm3DParamsController(const IUseAudioKeeper*)

BgmLine* al::getPlayingBgmLine(const IUseAudioKeeper*, const char*)

void al::startBgm(const IUseAudioKeeper*, const char*, s32, s32)

void al::startBgm(const IUseAudioKeeper*, const BgmPlayingRequest&, bool, bool)

void al::startBgmWithSuffix(const IUseAudioKeeper*, const char*, const char*, s32, s32)

void al::startBgmSituation(const IUseAudioKeeper*, const char*, bool)

void al::prepareBgm(const IUseAudioKeeper*, const BgmPlayingRequest&)

void al::stopBgm(const IUseAudioKeeper*, const char*, s32)

void al::stopBgm(const IUseAudioKeeper*, const BgmPlayingRequest&)

void al::pauseBgm(const IUseAudioKeeper*, const char*, s32)

void al::resumeBgm(const IUseAudioKeeper*, const char*, s32)

bool al::isPlayingBgm(const IUseAudioKeeper*, const char*)

bool al::isRunningBgm(const IUseAudioKeeper*, const char*)

void al::startBgmSituation(const IUseAudioKeeper*, const char*, bool, bool)

void al::startBgmSituation(const IUseAudioKeeper*, sead::PtrArray<IBgmParamsChanger>*, const char*, bool, bool)

void al::forceStartBgmSituation(const IUseAudioKeeper*, const char*, bool, bool)

void al::endBgmSituation(const IUseAudioKeeper*, const char*, bool)

void al::endBgmSituation(const IUseAudioKeeper*, sead::PtrArray<IBgmParamsChanger>*, const char*, bool)

void al::forceEndBgmSituation(const IUseAudioKeeper*, const char*, bool)

void al::startBgmSyncedCurBgmBeat(const IUseAudioKeeper*, const BgmPlayingRequest&, s32)

void al::stopBgmSyncedCurBgmBeat(const IUseAudioKeeper*, const BgmPlayingRequest&, s32)

void al::tryReleaseBgmMultiPlayingController(const IUseAudioKeeper*, BgmMultiPlayingController*)

s32 al::getgBgmLineIndex(const IUseAudioKeeper*, const char*, bool)

void al::replaceBgmPlayInfoResourceName(const IUseAudioKeeper*, const char*, const char*)

al::__attribute__((always_inline)) void getStageName(StringTmp< 128 > *stageName

safeArchiveName al::format("%s", archiveName)

al::if(safeArchiveName. endsWith"Map")

bool al::isValidView(const IUseCamera* user, s32 viewIdx)

bool al::isValidView(const SceneCameraInfo* info, s32 viewIdx)

const char* al::getViewName(const IUseCamera* user, s32 viewIdx)

const char* al::getViewName(const SceneCameraInfo* info, s32 viewIdx)

const sead::Matrix34f& al::getViewMtx(const IUseCamera* user, s32 viewIdx)

const sead::Matrix34f* al::getViewMtxPtr(const IUseCamera* user, s32 viewIdx)

const Projection& al::getProjection(const IUseCamera* user, s32 viewIdx)

const Projection& al::getProjection(const SceneCameraInfo* info, s32 viewIdx)

const sead::Vector3f& al::getCameraPos(const IUseCamera* user, s32 viewIdx)

const sead::Vector3f& al::getCameraAt(const IUseCamera* user, s32 viewIdx)

const sead::Vector3f& al::getCameraUp(const IUseCamera* user, s32 viewIdx)

f32 al::getFovyDegree(const IUseCamera* user, s32 viewIdx)

f32 al::getFovy(const IUseCamera* user, s32 viewIdx)

f32 al::getFovy(const SceneCameraInfo* info, s32 viewIdx)

f32 al::getNear(const IUseCamera* user, s32 viewIdx)

f32 al::getNear(const SceneCameraInfo* info, s32 viewIdx)

f32 al::getFar(const IUseCamera* user, s32 viewIdx)

f32 al::getFar(const SceneCameraInfo* info, s32 viewIdx)

f32 al::calcFovxDegree(const IUseCamera* user, s32 viewIdx)

void al::setNearClipDistance(const IUseCamera* user, f32 distance, s32 updaterIdx)

void al::setFarClipDistance(const IUseCamera* user, f32 distance, s32 updaterIdx)

void al::setCurrentCameraPose(CameraPoseInfo* poseInfo, const IUseCamera* user)

void al::calcCameraDir(sead::Vector3f* dir, const IUseCamera* user, s32 viewIdx)

void al::calcCameraLookDir(sead::Vector3f* lookDir, const IUseCamera* user, s32 viewIdx)

void al::calcCameraSideDir(sead::Vector3f* sideDir, const IUseCamera* user, s32 viewIdx)

void al::calcCameraUpDir(sead::Vector3f* upDir, const IUseCamera* user, s32 viewIdx)

bool al::tryCalcCameraDirH(sead::Vector3f* dirH, const SceneCameraInfo* info, const sead::Vector3f& upDir, s32 viewIdx)

bool al::tryCalcCameraLookDirH(sead::Vector3f* lookDirH, const SceneCameraInfo* info, const sead::Vector3f& upDir, s32 viewIdx)

void al::startCamera(const IUseCamera* user, CameraTicket* ticket, s32 unk = -1)

void al::startCameraSub(const IUseCamera* user, CameraTicket* ticket, s32 unk = -1)

void al::startAnimCamera(const IUseCamera* user, CameraTicket* ticket, const char* animName, s32 unk = 0)

void al::startAnimCameraAnim(CameraTicket* ticket, const char*, s32, s32, s32)

void al::endCamera(const IUseCamera* user, CameraTicket* ticket, s32, bool)

void al::endCameraWithNextCameraPose(const IUseCamera* user, CameraTicket* ticket, const CameraPoseInfo* poseInfo, s32)

void al::endCameraSub(const IUseCamera* user, CameraTicket* ticket, s32)

CameraTicket* al::initObjectCamera(const IUseCamera* user, const PlacementInfo& placementInfo, const char*, const char*)

CameraTicket* al::initObjectCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const char*)

CameraTicket* al::initObjectCameraNoPlacementInfo(const IUseCamera* user, const char*, const char*)

CameraTicket* al::initFixCamera(const IUseCamera* user, const char*, const sead::Vector3f&, const sead::Vector3f& lookAtPos)

CameraTicket* al::initFixDoorwayCamera(const IUseCamera* user, const char*, const sead::Vector3f&, const sead::Vector3f& lookAtPos)

CameraTicket* al::initFixActorCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f&, f32, f32, f32, bool)

CameraTicket* al::initFixLookCamera(LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initFixTalkCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f&, f32, f32, f32, bool)

CameraTicket* al::initFixFishingCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f&, const sead::Vector3f&, f32, f32, f32, bool)

CameraTicket* al::initFixPointCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, bool)

CameraTicket* al::initLookDownCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initProgramableCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*)

CameraTicket* al::initProgramableCameraWithCollider(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*)

CameraTicket* al::initProgramableAngleCamera(const IUseCamera* user, const PlacementInfo& placementInfo, const char*, const sead::Vector3f*, const f32*, const f32*, const f32*)

CameraTicket* al::initTowerCameraWithSave(const IUseCamera* user, const sead::Vector3f*, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initTowerCamera(const IUseCamera* user, const sead::Vector3f*, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initBossBattleCamera(const IUseCamera* user, const sead::Vector3f*, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initFollowCameraSimple(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initDemoObjectCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const char*)

CameraTicket* al::initDemoProgramableCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*, const sead::Vector3f*, const sead::Vector3f*, const sead::Vector3f*)

CameraTicket* al::initDemoAnimCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const Resource*, const sead::Matrix34f*, const char*)

CameraTicket* al::initAnimCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const Resource*, const sead::Matrix34f*, const char*)

CameraTicket* al::initDemoAnimCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*)

void al::loadActorCameraParam(CameraTicket* ticket, const LiveActor* actor, const char*, const char*)

void al::loadActorCameraParamInitFile(CameraTicket* ticket, const LiveActor* actor, const char*)

CameraTicket* al::initSubjectiveCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initParallelCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*)

void al::setParallelCameraDistance(const CameraTicket* ticket, f32 distance)

void al::setParallelCameraAngleH(const CameraTicket* ticket, f32 angleH)

void al::setParallelCameraAngleV(const CameraTicket* ticket, f32 angleV)

CameraTicket* al::initRaceCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*)

void al::setRaceCameraFrontDirPtr(const CameraTicket* ticket, const sead::Vector3f* frontDirPtr)

void al::setRaceCameraDistance(const CameraTicket* ticket, f32 distance)

void al::setRaceCameraOffsetY(const CameraTicket* ticket, f32 offsetY)

CameraTicket* al::initCartCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initActorRailParallelCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initKinopioBrigadeCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initAnimCamera(const LiveActor* actor, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initEntranceCamera(const IUseCamera* user, const PlacementInfo& placementInfo, const char*)

CameraTicket* al::initEntranceCamera(const IUseCamera* user, const ActorInitInfo& actorInitInfo, const char*)

CameraTicket* al::initEntranceCameraNoSave(const IUseCamera* user, const PlacementInfo& placementInfo, const char*)

bool al::isPlayingEntranceCamera(const IUseCamera* user, s32 updaterIdx)

void al::setCameraInput(IUseCamera* user, const ICameraInput* cameraInput)

void al::setViewCameraInput(IUseCamera* user, const ICameraInput* cameraInput, s32 inputIdx)

TransCameraSubTarget* al::createTransCameraSubTarget(const char*, const sead::Vector3f*)

const CameraDistanceCurve* al::getCameraDistanceRocketFlowerCurve()

void al::startCameraShakeByAction(const LiveActor* actor, const char*, const char*, s32, s32)

void al::startCameraShakeByHitReaction(const IUseCamera* user, const char*, const char*, const char*, s32, s32)

bool al::isExistAnimCameraData(const CameraTicket* ticket, const char*)

bool al::isAnimCameraAnimPlaying(const CameraTicket* ticket, const char*)

template<typename T>
CameraPoser* al::createCameraPoserFunction(const char* cameraPoserName)

MtxConnector* al::createMtxConnector(const LiveActor* actor)

MtxConnector* al::tryCreateMtxConnector(const LiveActor* actor, const ActorInitInfo& info)

void al::attachMtxConnectorToCollision(MtxConnector* mtxConnector, const LiveActor* actor, bool)

void al::attachMtxConnectorToCollision(MtxConnector* mtxConnector, const LiveActor* actor, const sead::Vector3f&, const sead::Vector3f&)

CollisionParts* al::attachMtxConnectorToCollision(MtxConnector* mtxConnector, const LiveActor* actor, f32, f32)

void al::connectPoseQT(LiveActor* actor, const MtxConnector* mtxConnector, const sead::Quatf& quat, const sead::Vector3f& trans)

void al::connectPoseQT(LiveActor* actor, const MtxConnector* mtxConnector)

void al::attachMtxConnectorToJoint(MtxConnector* mtxConnector, const LiveActor* actor, const char* jointName)

void al::attachMtxConnectorToJoint(MtxConnector* mtxConnector, const LiveActor* actor, const char* jointName, const sead::Vector3f& quatInitVec, const sead::Vector3f& trans)

void al::disconnectMtxConnector(MtxConnector* mtxConnector)

bool al::isMtxConnectorConnecting(const MtxConnector* mtxConnector)

bool al::isPadHold(s32 port, s32 button)

void al::setPadRepeat(s32 a1, s32 a2, s32 a3, s32 port)

void al::createAndSetPadDataArcReader(const char* path, const char* stageName, u32 port)

void al::makeUniqueTemporaryFilename(sead::BufferedSafeString* out, const char* fileName)

StringTmp<128> al::makeTmpFileFullPath(const char* fileName)

const char* al::getALCommon()

AddDemoInfo* al::registDemoRequesterToAddDemoInfo(const LiveActor* actor, const ActorInitInfo& initInfo, s32 index)

void al::addDemoActorFromAddDemoInfo(const LiveActor* actor, const AddDemoInfo* info)

void al::addDemoActorFromDemoActorHolder(const LiveActor* actor, const DemoActorHolder* holder)

void al::addDemoActorFromDemoActorHolder(const Scene* scene, const DemoActorHolder* holder)

void al::setDemoInfoDemoName(const LiveActor* actor, const char* name)

void al::setDepthFuncNearDraw(sead::GraphicsContext* context)

void al::setDepthFuncFarDraw(sead::GraphicsContext* context)

bool al::getAlphaTestEnable(nn::g3d::MaterialObj* material)

template<typename T>
EventFlowNode* al::createEventFlowNode(const char* eventFlowNodeName)

bool al::isNodeName(const EventFlowNode*, const char*)

const char16* al::getScareMessage(const EventFlowNode*)

void al::startEventCamera(EventFlowNode*, const char*, s32)

void al::startEventAnimCamera(EventFlowNode*, const char*, const char*, s32)

void al::endEventCamera(EventFlowNode*, const char*, s32, bool)

bool al::tryEndEventCameraIfPlaying(EventFlowNode*, const char*, s32, bool)

bool al::isEndInterpoleEventCamera(const EventFlowNode*, const char*)

bool al::isPlayingEventAnimCamera(const EventFlowNode*, const char*)

void al::requestDemoAction(EventFlowNode*, const char*, bool)

void al::requestPlayerDemoAction(EventFlowNode*, const char*)

bool al::isEndDemoAction(const EventFlowNode*)

void al::setDemoTalkAction(EventFlowNode*, const char*)

void al::resetDemoTalkAction(EventFlowNode*)

void al::requestDemoCamera(EventFlowNode*, const char*)

bool al::isEndRequestDemoCamera(const EventFlowNode*)

bool al::isHideDemoPlayer(const EventFlowNode*)

void al::requestHideDemoPlayer(EventFlowNode*)

void al::requestShowDemoPlayer(EventFlowNode*)

void al::calcPlayerWatchTrans(sead::Vector3f*, const EventFlowNode*)

bool al::isActive(const EventFlowExecutor*)

bool al::isScare(const IUseEventFlowData*)

bool al::tryGetScareEnemyPos(sead::Vector3f*, const IUseEventFlowData*)

void al::invalidateUiCollisionCheck(EventFlowExecutor*)

void al::onExistLookAtJointCtrl(EventFlowExecutor*)

void al::setTalkSubActorName(EventFlowExecutor*, const char*)

void al::resetTalkSubActorName(EventFlowExecutor*)

void al::startEventAction(LiveActor*, const IUseEventFlowData*, const char*)

void al::makeEventActionName(sead::BufferedSafeStringBase<char>*, const IUseEventFlowData*, const char*)

void al::startEventActionAtRandomFrame(LiveActor*, const IUseEventFlowData*, const char*)

bool al::tryStartEventActionIfNotPlaying(LiveActor*, const IUseEventFlowData*, const char*)

bool al::isPlayingEventAction(const LiveActor*, const IUseEventFlowData*, const char*)

bool al::isExistEventAction(const LiveActor*, const IUseEventFlowData*, const char*)

bool al::isOneTimeEventAction(const LiveActor*, const IUseEventFlowData*, const char*)

f32 al::getEventActionFrameMax(const LiveActor*, const IUseEventFlowData*, const char*)

f32 al::getParamMoveSpeed(const IUseEventFlowData*)

f32 al::getParamTurnSpeedDegree(const IUseEventFlowData*)

const sead::Vector3f& al::getRecordActorFront(const IUseEventFlowData*)

void al::recordActorFront(IUseEventFlowData*, const sead::Vector3f&)

bool al::checkInsideTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&, f32)

bool al::checkInsideEmotionTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&)

bool al::checkInsideEmotionLowPriorityTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&)

bool al::checkInsideTalkTerritoryPos(const IUseEventFlowData*, const LiveActor*, const sead::Vector3f&)

void al::calcBalloonOffset(sead::Vector3f*, const IUseEventFlowData*, const LiveActor*)

void al::setBalloonLocalOffset(EventFlowExecutor*, const sead::Vector3f&)

bool al::isDisableOpenBalloonByOrderGroup(const LiveActor*, const IUseEventFlowData*)

bool al::isEnableForceOpenBalloonByOrderGroup(const LiveActor*, const IUseEventFlowData*)

bool al::isWaitAtPointMovement(const EventFlowExecutor*)

bool al::isStopMovement(const IUseEventFlowData*)

bool al::isRequestEventDemoAction(const EventFlowExecutor*)

bool al::isPlayingEventDemoAction(const EventFlowExecutor*)

const char* al::getEventDemoActionName(const EventFlowExecutor*)

bool al::isExistEventDemoTalkAction(const EventFlowExecutor*)

const char* al::getEventDemoTalkActionName(const EventFlowExecutor*)

bool al::isResetEventDemoPlayerDynamics(const EventFlowExecutor*)

void al::startEventDemoAction(EventFlowExecutor*)

void al::endEventDemoAction(EventFlowExecutor*)

bool al::isRequestEventDemoCamera(const EventFlowExecutor*)

const char* al::getEventDemoCameraAnimName(const EventFlowExecutor*)

void al::clearEventDemoCameraRequest(EventFlowExecutor*)

bool al::isHideDemoPlayer(const EventFlowExecutor*)

bool al::isExistEventEntry(const EventFlowExecutor*, const char*)

bool al::isCurrentEventEntry(const EventFlowExecutor*, const char*)

bool al::isEventName(const EventFlowEventData*, const char*, ...)

const char* al::getEventName(const EventFlowEventData*)

bool al::getEventDataParamString(const EventFlowEventData*, const char*)

bool al::isEventDataParamBool(const EventFlowEventData*, const char*)

void al::registerExecutorUser(IUseExecutor* user, ExecuteDirector* director, const char* listName)

void al::registerExecutorActorUpdate(LiveActor* actor, ExecuteDirector* director, const char* listName)

void al::registerExecutorActorDraw(LiveActor* actor, ExecuteDirector* director, const char* listName)

void al::registerExecutorLayoutUpdate(LayoutActor* layout, ExecuteDirector* director, const char* listName)

void al::registerExecutorLayoutDraw(LayoutActor* layout, ExecuteDirector* director, const char* listName)

void al::registerExecutorFunctor(const char* listName, ExecuteDirector* director, const FunctorBase& functor)

void al::registerExecutorFunctorDraw(const char* listName, ExecuteDirector* director, const FunctorBase& functor)

bool al::isExistFile(const sead::SafeString& fileName)

bool al::isExistArchive(const sead::SafeString& fileName)

bool al::isExistArchive(const sead::SafeString& fileName, const char* ext)

u8* al::loadFile(const sead::SafeString& fileName, s32 size)

bool al::tryLoadFileToBuffer(const sead::SafeString& fileName, u8* buffer, u32 bufferSize, s32 size)

sead::ArchiveRes* al::loadArchiveWithExt(const sead::SafeString& fileName, const char* ext)

void al::loadSoundItem(u32 soundEntryId, u32 unknown, IAudioResourceLoader* resLoader)

bool al::tryRequestLoadSoundItem(u32 soundEntryId)

bool al::tryRequestPreLoadFile(const Resource* res, s32 id, sead::Heap* heap, IAudioResourceLoader* resLoader)

bool al::tryRequestPreLoadFile(const Resource* res, const sead::SafeString& fileName, sead::Heap* heap, IAudioResourceLoader* resLoader)

bool al::isExistItemKeeper(const LiveActor* actor)

ActorItemInfo* al::addItem(LiveActor* actor, const ActorInitInfo&, const char*, const char*, const char*, s32, bool)

ActorItemInfo* al::addItem(LiveActor* actor, const ActorInitInfo&, const char*, bool)

void al::setAppearItemFactor(const LiveActor* actor, const char*, const HitSensor* sensor)

void al::setAppearItemOffset(const LiveActor* actor, const sead::Vector3f& offset)

void al::setAppearItemAttackerSensor(const LiveActor* actor, const HitSensor* sensor)

bool al::appearItem(const LiveActor* actor)

bool al::appearItem(const LiveActor* actor, const sead::Vector3f&, const sead::Quatf&, const HitSensor* sensor)

bool al::appearItem(const LiveActor* actor, const sead::Vector3f&, const sead::Vector3f&, const HitSensor* sensor)

bool al::appearItemTiming(const LiveActor* actor, const char*)

bool al::appearItemTiming(const LiveActor* actor, const char*, const sead::Vector3f&, const sead::Quatf&, const HitSensor* sensor)

bool al::appearItemTiming(const LiveActor* actor, const char*, const sead::Vector3f&, const sead::Vector3f&, const HitSensor* sensor)

void al::acquireItem(const LiveActor* actor, HitSensor* sensor, const char*)

s32 al::getItemType(const LiveActor* actor, const char*)

void al::initJointLocalXRotator(const LiveActor*, const f32*, const char*)

void al::initJointLocalYRotator(const LiveActor*, const f32*, const char*)

void al::initJointLocalZRotator(const LiveActor*, const f32*, const char*)

void al::initJointLocalDirController(const LiveActor*, const JointDirectionInfo*, const char*)

void al::initJointAimController(const LiveActor*, const JointAimInfo*, const char*)

void al::appendJointTranslateShakerX(JointTranslateShaker*, const char*)

void al::appendJointTranslateShakerY(JointTranslateShaker*, const char*)

void al::appendJointTranslateShakerZ(JointTranslateShaker*, const char*)

void al::appendMashJoint(JointMasher*, const char*, f32)

void al::appendJointLookAtController(JointLookAtController*, const LiveActor*, const char*, f32, const sead::Vector2f&, const sead::Vector2f&, const sead::Vector3f&, const sead::Vector3f&)

void al::appendJointLookAtControllerNoJudge(JointLookAtController*, const LiveActor*, const char*, f32, const sead::Vector2f&, const sead::Vector2f&, const sead::Vector3f&, const sead::Vector3f&)

void al::appendJointLookAtControllerNoJudgeNoOverLimitYaw(JointLookAtController*, const LiveActor*, const char*, f32, const sead::Vector2f&, const sead::Vector2f&, const sead::Vector3f&, const sead::Vector3f&)

void al::getKeyPoseTrans(sead::Vector3f* out, const KeyPoseKeeper* keyPoseKeeper, s32 idx)

void al::getKeyPoseQuat(sead::Quatf* out, const KeyPoseKeeper* keyPoseKeeper, s32 idx)

void al::calcLerpKeyTrans(sead::Vector3f* out, const KeyPoseKeeper* keyPoseKeeper, f32 rate)

void al::calcSlerpKeyQuat(sead::Quatf* out, const KeyPoseKeeper* keyPoseKeeper, f32 rate)

bool al::isMoveSignKey(const KeyPoseKeeper* keyPoseKeeper)

bool al::isLastKey(const KeyPoseKeeper* keyPoseKeeper)

bool al::isFirstKey(const KeyPoseKeeper* keyPoseKeeper)

bool al::isGoingToEnd(const KeyPoseKeeper* keyPoseKeeper)

bool al::isStop(const KeyPoseKeeper* keyPoseKeeper)

bool al::isRestart(const KeyPoseKeeper* keyPoseKeeper)

void al::startAction(IUseLayoutAction* layout, const char* actionName, const char* paneName)

s32 al::startActionAtRandomFrame(IUseLayoutAction* layout, const char* actionName, const char* paneName)

void al::startFreezeAction(IUseLayoutAction* layout, const char* actionName, f32 frame, const char* paneName)

void al::startFreezeActionEnd(IUseLayoutAction* layout, const char* actionName, const char* paneName)

f32 al::getActionFrameMax(const IUseLayoutAction* layout, const char* actionName, const char* paneName)

void al::startFreezeGaugeAction(IUseLayoutAction* layout, f32 value, f32 minFrame, f32 maxFrame, const char* actionName, const char* paneName)

bool al::tryStartAction(IUseLayoutAction* layout, const char* actionName, const char* paneName)

bool al::isExistAction(const IUseLayoutAction* layout, const char* actionName, const char* paneName)

bool al::isActionEnd(const IUseLayoutAction* layout, const char* paneName)

bool al::isExistAction(const IUseLayoutAction* layout, const char* paneName)

bool al::isActionOneTime(const IUseLayoutAction* layout, const char* actionName, const char* paneName)

f32 al::getActionFrame(const IUseLayoutAction* layout, const char* paneName)

void al::setActionFrame(IUseLayoutAction* layout, f32 frame, const char* paneName)

f32 al::getActionFrameRate(const IUseLayoutAction* layout, const char* paneName)

void al::setActionFrameRate(IUseLayoutAction* layout, f32 frameRate, const char* paneName)

const char* al::getActionName(const IUseLayoutAction* layout, const char* paneName)

bool al::isActionPlaying(const IUseLayoutAction* layout, const char* actionName, const char* paneName)

bool al::isAnyActionPlaying(const IUseLayoutAction* layout, const char* paneName)

void al::startTextPaneAnim(LayoutActor*, const char16*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)

void al::startTextPaneAnimWithAudioUser(LayoutActor*, const char16*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*, const IUseAudioKeeper*)

void al::startAndSetTextPaneAnimStage(LayoutActor*, const char*, const char*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)

void al::startAndSetTextPaneAnimSystem(LayoutActor*, const char*, const char*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)

void al::changeNextPage(LayoutActor*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)

bool al::tryChangeNextPage(LayoutActor*, const MessageTagDataHolder*, const ReplaceTagProcessorBase*)

void al::startHitReaction(const LayoutActor*, const char*, const char*)

const Matrix43f& al::getPaneMtx(const IUseLayout*, const char*)

const Matrix43f* al::getPaneMtxRaw(const IUseLayout*, const char*)

void al::showPane(IUseLayout*, const char*)

void al::hidePane(IUseLayout*, const char*)

bool al::isHidePane(const IUseLayout*, const char*)

bool al::isExistPane(const IUseLayout*, const char*)

bool al::isContainPointPane(const IUseLayout*, const char*, const sead::Vector2f&)

bool al::isTouchPosInPane(const IUseLayout*, const char*)

void al::setPaneVtxColor(const IUseLayout*, const char*, const sead::Color4u8&)

bool al::isTriggerTouchPane(const IUseLayout*, const char*)

bool al::isHoldTouchPane(const IUseLayout*, const char*)

bool al::isReleaseTouchPane(const IUseLayout*, const char*)

const char* al::getPaneChildName(const IUseLayout*, const char*, s32)

void al::setPaneString(IUseLayout*, const char*, const char16*, u16)

void al::setPaneStringFormat(IUseLayout*, const char*, const char*, ...)

void al::initPaneMessage(IUseLayout*, const char*, const MessageHolder*, const char*, u32)

void al::setPaneSystemMessage(LayoutActor*, const char*, const char*, const char*)

void al::setPaneStageMessage(LayoutActor*, const char*, const char*, const char*)

void al::setTextBoxPaneFont(const LayoutActor*, const char*, const char*)

nn::ui2d::TextureInfo* al::createTextureInfo()

nn::ui2d::TextureInfo* al::createTextureInfo(const agl::TextureData&)

nn::ui2d::TextureInfo* al::createTextureInfo(const IUseLayout*, const char*)

void al::getPaneTextureInfo(nn::ui2d::TextureInfo*, const IUseLayout*, const char*)

nn::ui2d::TextureInfo* al::createTextureInfo(const char*, const char*, const char*)

void al::updateTextureInfo(nn::ui2d::TextureInfo*, const agl::TextureData&)

void al::setPaneTexture(IUseLayout*, const char*, const nn::ui2d::TextureInfo*)

void al::initLayoutActor(LayoutActor*, const LayoutInitInfo&, const char*, const char*)

void al::initLayoutActorLocalized(LayoutActor*, const LayoutInitInfo&, const char*, const char*)

void al::initLayoutActorUseOtherMessage(LayoutActor*, const LayoutInitInfo&, const char*, const char*, const char*)

void al::initLayoutPartsActor(LayoutActor*, LayoutActor*, const LayoutInitInfo&, const char*, const char*)

void al::initLayoutInitInfo(LayoutInitInfo*, const LayoutKit*, SceneObjHolder*, const AudioDirector*, const LayoutSystem*, const MessageSystem*, const GamePadSystem*)

void al::executeUpdateList(LayoutKit*, const char*, const char*)

void al::executeDraw(const LayoutKit*, const char*)

void al::startAction(LiveActor* actor, const char* actionName)

bool al::tryStartAction(LiveActor* actor, const char* actionName)

bool al::tryStartActionIfNotPlaying(LiveActor* actor, const char* actionName)

bool al::isActionPlaying(const LiveActor* actor, const char* actionName)

bool al::tryStartActionIfActionEnd(LiveActor* actor, const char* actionName)

bool al::isExistAction(const LiveActor* actor, const char* actionName)

bool al::isActionOneTime(const LiveActor* actor, const char* actionName)

f32 al::getActionFrameMax(const LiveActor* actor, const char* actionName)

void al::copyAction(LiveActor* actor, const LiveActor* sourceActor)

void al::startNerveAction(LiveActor* actor, const char* actionName)

void al::startHitReaction(const LiveActor* actor, const char* name)

void al::startHitReactionHitEffect(const LiveActor* actor, const char* name, const HitSensor* other, const HitSensor* self)

void al::startHitReactionHitEffect(const LiveActor* actor, const char* name, const sead::Vector3f& pos)

void al::startHitReactionHitEffect(const LiveActor* actor, const char* name, const sead::Matrix34f* mtx)

void al::startHitReactionBlowHit(const LiveActor* actor, const HitSensor* other, const HitSensor* self)

void al::startSklAnim(LiveActor* actor, const char* animName)

void al::startSklAnimInterpole(LiveActor* actor, const char* animName0, const char* animName1)

bool al::tryStartSklAnimIfExist(LiveActor* actor, const char* animName)

bool al::isSklAnimExist(const LiveActor* actor, const char* animName)

bool al::tryStartSklAnimIfNotPlaying(LiveActor* actor, const char* animName)

bool al::isSklAnimPlaying(const LiveActor* actor, const char* animName, s32 index)

void al::startSklAnimBlend(LiveActor* actor, const char* animName0, const char* animName1, const char* animName2, const char* animName3, const char* animName4, const char* animName5)

void al::startSklAnimBlendInterpole(LiveActor* actor, const char* animName0, const char* animName1, const char* animName2, const char* animName3, const char* animName4, const char* animName5, const char* animName6)

bool al::isSklAnimEnd(const LiveActor* actor, s32 index)

bool al::isSklAnimOneTime(const LiveActor* actor, const char* animName)

const char* al::getPlayingSklAnimName(const LiveActor* actor, s32 index)

f32 al::getSklAnimFrameMax(const LiveActor* actor, const char* animName)

void al::setSklAnimFrameRate(LiveActor* actor, f32 frameRate, s32 index)

void al::setSklAnimBlendWeightTriple(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2)

void al::setSklAnimBlendWeightQuad(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3)

void al::setSklAnimBlendWeightFivefold(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3, f32 weight4)

void al::setSklAnimBlendWeightSixfold(LiveActor* actor, f32 weight0, f32 weight1, f32 weight2, f32 weight3, f32 weight4, f32 weight5)

void al::setSklAnimBlendFrameAll(LiveActor* actor, f32 frame, bool isSync)

void al::setSklAnimBlendFrameRateAll(LiveActor* actor, f32 frameRate, bool isSync)

void al::startMtpAnim(LiveActor* actor, const char* animName)

void al::startMtpAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)

bool al::tryStartMtpAnimIfExist(LiveActor* actor, const char* animName)

bool al::isMtpAnimExist(const LiveActor* actor, const char* animName)

bool al::tryStartMtpAnimIfNotPlaying(LiveActor* actor, const char* animName)

bool al::isMtpAnimPlaying(const LiveActor* actor, const char* animName)

bool al::isMtpAnimOneTime(const LiveActor* actor, const char* animName)

f32 al::getMtpAnimFrameMax(const LiveActor* actor, const char* animName)

void al::startMclAnim(LiveActor* actor, const char* animName)

bool al::isMclAnimExist(const LiveActor* actor, const char* animName)

bool al::tryStartMclAnimIfExist(LiveActor* actor, const char* animName)

bool al::tryStartMclAnimIfNotPlaying(LiveActor* actor, const char* animName)

bool al::isMclAnimPlaying(const LiveActor* actor, const char* animName)

bool al::isMclAnimOneTime(const LiveActor* actor, const char* animName)

f32 al::getMclAnimFrameMax(const LiveActor* actor, const char* animName)

void al::startMclAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)

void al::startMtsAnim(LiveActor* actor, const char* animName)

void al::startMtsAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)

bool al::tryStartMtsAnimIfExist(LiveActor* actor, const char* animName)

bool al::isMtsAnimExist(const LiveActor* actor, const char* animName)

bool al::tryStartMtsAnimIfNotPlaying(LiveActor* actor, const char* animName)

bool al::isMtsAnimPlaying(const LiveActor* actor, const char* animName)

bool al::isMtsAnimOneTime(const LiveActor* actor, const char* animName)

f32 al::getMtsAnimFrameMax(const LiveActor* actor, const char* animName)

void al::startMatAnim(LiveActor* actor, const char* animName)

void al::startMatAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)

bool al::tryStartMatAnimIfExist(LiveActor* actor, const char* animName)

bool al::isMatAnimExist(const LiveActor* actor, const char* animName)

bool al::tryStartMatAnimIfNotPlaying(LiveActor* actor, const char* animName)

bool al::isMatAnimPlaying(const LiveActor* actor, const char* animName)

bool al::isMatAnimOneTime(const LiveActor* actor, const char* animName)

f32 al::getMatAnimFrameMax(const LiveActor* actor, const char* animName)

void al::startVisAnim(LiveActor* actor, const char* animName)

bool al::tryStartVisAnimIfExist(LiveActor* actor, const char* animName)

bool al::isVisAnimExist(const LiveActor* actor, const char* animName)

bool al::tryStartVisAnimIfNotPlaying(LiveActor* actor, const char* animName)

bool al::isVisAnimPlaying(const LiveActor* actor, const char* animName)

bool al::isVisAnimOneTime(const LiveActor* actor, const char* animName)

f32 al::getVisAnimFrameMax(const LiveActor* actor, const char* animName)

void al::startVisAnimAndSetFrameAndStop(LiveActor* actor, const char* animName, f32 frame)

void al::startVisAnimForAction(LiveActor* actor, const char* animName)

bool al::isVisAnimPlayingForAction(const LiveActor* actor, const char* animName)

bool al::isVisAnimOneTimeForAction(const LiveActor* actor, const char* animName)

void al::startPartialSklAnim(LiveActor* actor, const char* animName, s32 partCount, s32 value, const SklAnimRetargettingInfo* info)

void al::startPartialSklAnimWithInterpolate(LiveActor* actor, const char* animName, s32 partCount, s32 value, s32 interpol, const SklAnimRetargettingInfo* info)

bool al::isPartialSklAnimPlaying(const LiveActor* actor, const char* partsName, s32 index)

void al::setSklBlendWeight(const LiveActor* actor, u32 index, f32 weight)

void al::createMat(const LiveActor* actor, s32 programType)

AreaObj* al::createAreaObj(const ActorInitInfo& actorInitInfo, const char* name)

void al::initAreaInitInfo(AreaInitInfo* areaInitInfo, const ActorInitInfo& actorInitInfo)

AreaObj* al::createLinkArea(const ActorInitInfo& initInfo, const char* name, const char* areaName)

void al::initAreaInitInfo(AreaInitInfo* areaInitInfo, const PlacementInfo& placementInfo, const ActorInitInfo& actorInitInfo)

AreaObj* al::tryCreateLinkArea(const ActorInitInfo& initInfo, const char* name, const char* areaName)

al::__attribute__((always_inline)) AreaObjGroup *createLinkAreaGroup(const ActorInitInfo &initInfo

al::if() return nullptr

AreaObjGroup* al::createLinkAreaGroup(LiveActor* actor, const ActorInitInfo& initInfo, const char* name, const char* groupName, const char* areaName)

AreaObj* al::tryFindAreaObj(const LiveActor* actor, const char* name)

bool al::isInAreaObj(const LiveActor* actor, const char* name)

void al::registerAreaHostMtx(const IUseAreaObj* areaObj, const sead::Matrix34f* mtx, const ActorInitInfo& initInfo)

void al::registerAreaHostMtx(const IUseAreaObj* areaObj, const sead::Matrix34f* mtx, const ActorInitInfo& initInfo, const ValidatorBase& validator)

void al::registerAreaHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo, const ValidatorBase& validator)

void al::registerAreaSyncHostMtx(const IUseAreaObj* areaObj, const sead::Matrix34f* mtx, const ActorInitInfo& initInfo)

void al::registerAreaSyncHostMtx(const IUseAreaObj* areaObj, const sead::Matrix34f* mtx, const ActorInitInfo& initInfo, const ValidatorBase& validator)

void al::registerAreaSyncHostMtx(const LiveActor* actor, const ActorInitInfo& initInfo, const ValidatorBase& validator)

bool al::tryReviseVelocityInsideAreaObj(sead::Vector3f* nearestEdgePos, LiveActor* actor, AreaObjGroup* areaGroup, const AreaObj* areaObj)

bool al::isInAreaObjPlayerAll(const LiveActor* actor, const AreaObj* areaObj)

bool al::isInAreaObjPlayerAll(const LiveActor* actor, const AreaObjGroup* areaGroup)

AreaObjGroup* al::createLinkAreaGroup(const ActorInitInfo& initInfo, const char* name, const char* groupName, const char* areaName)

bool al::isInAreaObjPlayerOne(const PlayerHolder* holder, const char* name)

bool al::isInAreaObjPlayerAll(const PlayerHolder* holder, const char* name)

void al::setColliderRadius(ActorCollisionController*, f32)

void al::setColliderRadiusScale(ActorCollisionController*, f32)

void al::setColliderOffsetY(ActorCollisionController*, f32)

bool al::isCollidedCollisionCode(const LiveActor*, const char*, const char*)

bool al::isCollidedGroundCollisionCode(const LiveActor*, const char*, const char*)

void al::initExecutorUpdate(LiveActor* actor, const ActorInitInfo& info, const char*)

void al::initExecutorDraw(LiveActor* actor, const ActorInitInfo& info, const char*)

void al::initActorModelKeeper(LiveActor*, const ActorInitInfo&, const char*, s32, const char*)

void al::initActorActionKeeper(LiveActor*, const ActorInitInfo&, const char*, const char*)

void al::initActorActionKeeper(LiveActor*, const ActorResource*, const char*, const char*)

void al::addDepthShadowMapInfo(const LiveActor*, const char*, s32, s32, s32, f32, bool, const sead::Vector3f&, bool, const sead::Vector3f&, const sead::Vector3f&, bool, const char*, s32, bool, f32, f32, f32, bool, bool, f32, s32, bool)

void al::createShadowMaskSphere(LiveActor*, const char*, const char*, const char*)

void al::createShadowMaskCube(LiveActor*, const char*, const char*, const char*, const sead::Color4f&, const sead::Vector3f&, f32, f32, f32, const sead::Vector3f&, f32)

void al::createShadowMaskCylinder(LiveActor*, const char*, const char*, const char*, const sead::Color4f&, const sead::Vector3f&, f32, f32, f32, f32, f32)

void al::createShadowMaskCastOvalCylinder(LiveActor*, const char*, const char*, const char*, const sead::Color4f&, const sead::Vector3f&, const sead::Vector3f&, f32, f32, f32, f32)

void al::initActorCollisionWithFilePtr(LiveActor*, void*, const void*, HitSensor*, const sead::Matrix34f*, const char*, const char*, s32)

void al::initActor(LiveActor* actor, const ActorInitInfo& initInfo)

al::if(!initPose.tryGetStringByKey&, "" Pose) return

al::if(! initActorPoseKeeperpose, actor) return

al::if(isEqualString(pose, "TFUSV") && tryGetByamlKeyBoolOrFalse(initPose, "IsFrontUp"))

al::if(!tryGetByamlScale&,, "" Scale) return

al::if(partialAnimGroupNum>= 1) initPartialSklAnim(actor

al::if(isIgnoreUpdateOnDrawClipping) setIgnoreUpdateDrawClipping(actor

al::if(initExecutor.tryGetIterByKey&, ""Updater && iter. isTypeArray())

al::if(initExecutor.tryGetIterByKey&, "" Drawer)

al::if(name = =nullptr) name

al::if(initCollision.tryGetStringByKey&, "" Sensor) sensor

al::if(joint ! = nullptr) jointMtx

al::if(!initEffect.tryGetStringByKey&, "" Name) return

al::if(seName ! = nullptr) initActorSeKeeper(actor

al::if(initSound. isExistKey"BgmUserName") initActorBgmKeeper(actor

al::if(!initClipping.tryGetIterByKey&, "" GroupClipping) return

al::if(initClipping.tryGetFloatByKey&, "" Radius)

else al::if(actor-> getModelKeeper())

al::if(tryGetByamlBox3f&,, "" Obb) setClippingObb(actor

al::if(initFlag.tryGetIterByKey&, "" MaterialCode)

al::if(!actor-> getModelKeeper()) return

al::if(! tryStartActionactor, archiveName)

al::if(! modelKeeper) return

void al::initActorImpl(LiveActor* actor, const ActorInitInfo& initInfo, const sead::SafeString& folderName, const sead::SafeString& fileName, const char* suffix)

void al::initActorSuffix(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)

const char* al::getModelName(const ActorInitInfo& initInfo)

void al::initActorChangeModelSuffix(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)

void al::initActorWithArchiveName(LiveActor* actor, const ActorInitInfo& initInfo, const sead::SafeString& archiveName, const char* suffix)

void al::initChildActorWithArchiveNameWithPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo, const sead::SafeString& archiveName, const char* suffix)

void al::initChildActorWithArchiveNameNoPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo, const sead::SafeString& archiveName, const char* suffix)

LiveActor* al::createChildLinkSimpleActor(const char* actorName, const char* linkName, const ActorInitInfo& initInfo, bool alive)

LiveActor* al::createChildLinkMapPartsActor(const char* actorName, const char* linkName, const ActorInitInfo& initInfo, s32 linkIndex, bool alive)

void al::initMapPartsActor(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix)

void al::initLinksActor(LiveActor* actor, const ActorInitInfo& initInfo, const char* suffix, s32 linkIndex)

const char* al::getLinksActorClassName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex)

const char* al::getLinksActorDisplayName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex)

const char* al::getLinksActorObjectName(const ActorInitInfo& initInfo, const char* linkName, s32 linkIndex)

void al::initCreateActorWithPlacementInfo(LiveActor* actor, const ActorInitInfo& initInfo, const PlacementInfo& placementInfo)

al::if(creationFunction = =nullptr) return nullptr

actor al::init(childInitInfo)

LiveActor* al::createLinksActorFromFactory(const ActorInitInfo& initInfo, const char* linkName, s32 linkNum)

LiveActorGroup* al::createLinksActorGroupFromFactory(const ActorInitInfo& initInfo, const char* linkName, const char* groupName)

LiveActorGroup* al::tryCreateLinksActorGroupFromFactory(const ActorInitInfo& initInfo, const char* linkName, const char* groupName)

void al::createAndRegisterLinksActorFromFactory(LiveActorGroup* group, const ActorInitInfo& initInfo, const char* linkName)

const char* al::tryGetMapPartsSuffix(const ActorInitInfo& initInfo, const char* suffix)

void al::initMapPartsActorWithArchiveName(LiveActor* actor, const ActorInitInfo& initInfo, const char* fileName, const char* suffix)

void al::initNerve(LiveActor* actor, const Nerve* nerve, s32 maxStates)

void al::initNerveAction(LiveActor* actor, const char* actionName, alNerveFunction::NerveActionCollector* collector, s32 maxStates)

void al::setMaterialCode(LiveActor* actor, const char* materialCode)

void al::getActorRecourseDataF32(f32* val, LiveActor* actor, const char* fileName, const char* entryName)

void al::getActorRecourseDataString(const char** val, LiveActor* actor, const char* fileName, const char* entryName)

void al::getActorRecourseDataV3f(sead::Vector3f* val, LiveActor* actor, const char* fileName, const char* entryName)

void al::getActorRecourseDataBox3f(sead::BoundBox3f* box, LiveActor* actor, const char* fileName, const char* entryName)

void al::forceApplyCubeMap(LiveActor* actor, const char* cubeMapName)

bool al::isExistJoint(const LiveActor* actor, const char*)

s32 al::getJointIndex(const LiveActor* actor, const char*)

void al::calcJointPos(sead::Vector3f*, const LiveActor* actor, const char*)

void al::calcJointQuat(sead::Quatf*, const LiveActor* actor, const char*)

void al::setJointVisibility(LiveActor* actor, const char*, bool)

bool al::isJointVisibility(const LiveActor* actor, const char*)

bool al::isExistMaterial(const LiveActor* actor, const char*)

void al::getMaterialObj(const LiveActor* actor, const char*)

bool al::isExistMaterialTexture(const LiveActor* actor, const char*, const char*)

void al::showMaterial(LiveActor* actor, const char*)

void al::hideMaterial(LiveActor* actor, const char*)

void al::setModelMaterialParameterF32(const LiveActor* actor, const char*, const char*, f32)

void al::setModelMaterialParameterV2F(const LiveActor* actor, const char*, const char*, const sead::Vector2f&)

void al::setModelMaterialParameterV3F(const LiveActor* actor, const char*, const char*, const sead::Vector3f&)

void al::setModelMaterialParameterV4F(const LiveActor* actor, const char*, const char*, const sead::Vector4f&)

void al::setModelMaterialParameterRgb(const LiveActor* actor, const char*, const char*, const sead::Vector3f&)

void al::setModelMaterialParameterRgb(const LiveActor* actor, const char*, const char*, const sead::Color4f&)

void al::setModelMaterialParameterRgba(const LiveActor* actor, const char*, const char*, const sead::Color4f&)

void al::setModelMaterialParameterAlpha(const LiveActor* actor, const char*, const char*, f32)

void al::getModelUniformBlock(const LiveActor* actor, const char*)

void al::findModelUniformBlock(const LiveActor* actor, const char*)

void al::getModelDrawCategoryFromShaderAssign(bool*, bool*, bool*, bool*, const LiveActor* actor)

const char* al::getModelName(const LiveActor* actor)

bool al::isModelName(const LiveActor* actor, const char*)

void al::replaceMaterialLayoutTexture(LiveActor* actor, const LayoutTextureRenderObj*, const char*, const char*)

void al::calcVelocitySeparateHV(sead::Vector3f* velocity, const LiveActor* actor, const sead::Vector3f& h, f32 speedH, f32 speedV)

void al::addVelocityToTarget(LiveActor* actor, const sead::Vector3f& target, f32 minForce, f32 maxForce, f32 minDistance, f32 maxDistance)

void al::addVelocityToTargetHV(LiveActor* actor, const sead::Vector3f& target, f32 forceH, f32 forceV)

bool al::addVelocityToPlayerHV(LiveActor* actor, f32 forceH, f32 forceV, const sead::Vector3f& offset)

void al::scaleVelocityHV(LiveActor* actor, f32 factorH, f32 factorV)

void al::scaleVelocityParallelVertical(LiveActor* actor, const sead::Vector3f& direction, f32 parallel, f32 vertical)

void al::limitVelocityUpGravityH(LiveActor* actor, f32 limitDown, f32 limitUp, f32 limitH)

void al::limitVelocitySeparateHV(LiveActor* actor, const sead::Vector3f& dir, f32 horizontal, f32 vertical)

u32 al::reboundVelocityPart(LiveActor* actor, f32 ground, f32 wall, f32 ceiling, f32 threshold)

bool al::reboundVelocityFromEachCollision(LiveActor* actor, f32 ground, f32 wall, f32 ceiling, f32 threshold)

bool al::reboundVelocityFromCollision(LiveActor* actor, f32 reboundStrength, f32 reboundMin, f32 friction)

bool al::reboundVelocityFromTriangles(LiveActor* actor, f32 reboundStrength, f32 reboundMin)

bool al::reboundVelocityFromActor(LiveActor* actor, const LiveActor* target, f32 reboundStrength)

al::if(dot<=0. 0f) return false

bool al::reboundVelocityFromActor(LiveActor* actor, const LiveActor* target, const sead::Vector3f& targetVelocity, f32 reboundStrength)

bool al::reboundVelocityFromSensor(LiveActor* actor, const HitSensor* sensor, f32 reboundStrength)

bool al::reboundVelocityFromSensor(LiveActor* actor, const HitSensor* sensor, const sead::Vector3f& targetVelocity, f32 reboundStrength)

bool al::reboundVelocityBetweenActor(LiveActor* actor, LiveActor* target, const sead::Vector3f& direction, f32 reboundStrength)

void al::calcVelocityKeepLengthBetweenActor(sead::Vector3f* vel, const LiveActor* actor, const LiveActor* target, f32 targetLength, f32 force)

void al::addVelocityDumpKeepLengthBetweenActor(LiveActor* actor, LiveActor* target, f32 targetLength, f32 lenForce, f32 dumpForce)

void al::calcVelocityBlowAttack(sead::Vector3f* velocity, const LiveActor* actor, const sead::Vector3f& trans, f32 speedH, f32 speedV)

void al::addVelocityBlowAttack(LiveActor* actor, const HitSensor* sensor, f32 speedH, f32 speedV)

void al::setVelocityBlowAttack(LiveActor* actor, const HitSensor* sensor, f32 speedH, f32 speedV)

bool al::isVelocityFast(const LiveActor* actor, f32 threshold)

bool al::isVelocityFastH(const LiveActor* actor, f32 threshold)

bool al::isVelocitySlow(const LiveActor* actor, f32 threshold)

bool al::isVelocitySlowH(const LiveActor* actor, f32 threshold)

bool al::isNear(const LiveActor* actor, const LiveActor* target, f32 threshold)

bool al::isNear(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold)

bool al::isNearXZ(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold)

bool al::isNearH(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold)

bool al::isNearV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold)

bool al::isNearHV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshH, f32 threshV)

bool al::isNearHV(const LiveActor* actor, const sead::Vector3f& trans, f32 threshH, f32 minV, f32 maxV)

bool al::isFar(const LiveActor* actor, const LiveActor* target, f32 threshold)

bool al::isFar(const LiveActor* actor, const sead::Vector3f& trans, f32 threshold)

void al::setTransOffsetLocalDir(LiveActor* actor, const sead::Quatf& quat, const sead::Vector3f& globalOffset, f32 localOffset, s32 axis)

bool al::turnToDirectionAxis(LiveActor* actor, const sead::Vector3f& horizontal, const sead::Vector3f& vertical, f32 deg)

bool al::turnFrontSpherical(const LiveActor* actor, sead::Vector3f* vec, const sead::Vector3f& targetFront, f32 cos)

void al::turnLocalDirToDirection(LiveActor* actor, const sead::Vector3f& localDir, const sead::Vector3f& targetDir, f32 deg)

bool al::turnToTarget(LiveActor* actor, const LiveActor* target, f32 deg)

bool al::isFaceToTargetDegree(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 threshDeg)

bool al::isFaceToTargetDegree(const LiveActor* actor, const sead::Vector3f& target, f32 threshDeg)

bool al::isFaceToTargetDegreeHV(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 degH, f32 degV)

bool al::isFaceToTargetDegreeH(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 degH)

bool al::isInSightCone(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 maxDist, f32 threshDeg)

bool al::isInSightConeTarget(const LiveActor* actor, const LiveActor* target, f32 maxDist, f32 threshDeg)

bool al::isInSightConePlayer(const LiveActor* actor, f32 maxDist, f32 threshDeg)

bool al::isInSightFan(const LiveActor* actor, const sead::Vector3f& target, const sead::Vector3f& face, f32 maxDist, f32 angleH, f32 angleV)

bool al::isInSightFanTarget(const LiveActor* actor, const LiveActor* target, f32 maxDist, f32 angleH, f32 angleV)

void al::walkAndTurnToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)

void al::walkAndTurnToDirection(LiveActor* actor, sead::Vector3f* front, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)

void al::walkAndTurnPoseToDirection(LiveActor* actor, const sead::Vector3f& dir, const ActorParamMove& param, bool turnAlongGround)

void al::walkAndTurnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)

void al::flyAndTurnToDirection(LiveActor* actor, sead::Vector3f* front, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg)

void al::flyAndTurnToDirection(LiveActor* actor, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg)

void al::flyAndTurnToTarget(LiveActor* actor, const sead::Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg)

bool al::walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor, sead::Vector3f* front, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)

bool al::walkAndTurnToDirectionFittedGroundGravity(LiveActor* actor, const sead::Vector3f& dir, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)

bool al::walkAndTurnToTargetFittedGroundGravity(LiveActor* actor, const sead::Vector3f& target, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)

void al::calcSpringMovement(LiveActor* actor, const sead::Vector3f& pos, f32 springPos, f32 sinStrength, const sead::Vector3f& offset, f32 constStrength, f32 sinAmpl)

bool al::escapeFromPlayer(LiveActor* actor, f32 forceFront, f32 forceGravity, f32 decay, f32 deg)

bool al::escapeFromPlayer(LiveActor* actor, sead::Vector3f* front, f32 forceFront, f32 forceGravity, f32 decay, f32 deg)

bool al::walkAndTurnToPlayer(LiveActor* actor, f32 forceFront, f32 forceGravity, f32 decay, f32 deg, bool turnAlongGround)

bool al::isPlayerInSightFan(const LiveActor* actor, f32 maxDist, f32 angleH, f32 angleV)

bool al::nextMove(Triangle* triangle, const LiveActor* actor, const sead::Vector3f& velocity, f32 gravity, f32 searchDist)

bool al::isFallOrDamageCodeNextMove(const LiveActor* actor, const sead::Vector3f& velocity, f32 gravity, f32 searchDist)

bool al::isFallNextMove(const LiveActor* actor, const sead::Vector3f& velocity, f32 gravity, f32 searchDist)

f32* al::findActorParamF32(const LiveActor* actor, const char* paramName)

s32* al::findActorParamS32(const LiveActor* actor, const char* paramName)

void al::initActorPoseTR(LiveActor* actor, const sead::Vector3f& trans, const sead::Vector3f& rotate)

void al::setRotate(LiveActor* actor, const sead::Vector3f& rotate)

void al::copyPose(LiveActor* actor, const LiveActor* target)

void al::calcQuat(sead::Quatf* quat, const LiveActor* actor)

void al::setTrans(LiveActor* actor, f32 x, f32 y, f32 z)

void al::setScale(LiveActor* actor, f32 x, f32 y, f32 z)

bool al::isFrontTarget(const LiveActor* actor, const sead::Vector3f& pos)

bool al::isFrontDir(const LiveActor* actor, const sead::Vector3f& dir)

bool al::isBackTarget(const LiveActor* actor, const sead::Vector3f& pos)

bool al::isBackDir(const LiveActor* actor, const sead::Vector3f& dir)

bool al::isLeftTarget(const LiveActor* actor, const sead::Vector3f& pos)

bool al::isLeftDir(const LiveActor* actor, const sead::Vector3f& dir)

bool al::isRightTarget(const LiveActor* actor, const sead::Vector3f& pos)

bool al::isRightDir(const LiveActor* actor, const sead::Vector3f& dir)

bool al::isUpTarget(const LiveActor* actor, const sead::Vector3f& pos)

bool al::isUpDir(const LiveActor* actor, const sead::Vector3f& dir)

bool al::isDownTarget(const LiveActor* actor, const sead::Vector3f& pos)

bool al::isDownDir(const LiveActor* actor, const sead::Vector3f& dir)

void al::setQuat(LiveActor* actor, const sead::Quatf& quat)

void al::setGravity(const LiveActor* actor, const sead::Vector3f& gravity)

void al::multVecPose(sead::Vector3f* posOut, const LiveActor* actor, const sead::Vector3f& posIn)

void al::multVecInvPose(sead::Vector3f* posOut, const LiveActor* actor, const sead::Vector3f& posIn)

void al::multMtxInvPose(sead::Matrix34f* mtxOut, const LiveActor* actor, const sead::Matrix34f& mtxIn)

void al::calcTransLocalOffset(sead::Vector3f* transOut, const LiveActor* actor, const sead::Vector3f& transIn)

void al::multVecInvQuat(sead::Vector3f* posOut, const LiveActor* actor, const sead::Vector3f& posIn)

bool al::isExistModelResourceYaml(const LiveActor*, const char*, const char*)

bool al::isExistAnimResourceYaml(const LiveActor*, const char*, const char*)

bool al::isExistModelOrAnimResourceYaml(const LiveActor*, const char*, const char*)

u8* al::getModelResourceYaml(const LiveActor*, const char*, const char*)

u8* al::getAnimResourceYaml(const LiveActor*, const char*, const char*)

void al::tryMakeInitFileName(sead::BufferedSafeString*, const Resource*, const char*, const char*, const char*)

void al::tryGetSuffixIter(ByamlIter*, const Resource*, const char*, const char*)

void al::tryGetInitFileIterAndName(ByamlIter*, sead::BufferedSafeString*, const Resource*, const char*, const char*, const char*)

bool al::tryGetActorInitFileIter(ByamlIter*, const Resource*, const char*, const char*)

bool al::tryGetActorInitFileIter(ByamlIter*, const LiveActor*, const char*, const char*)

const char* al::tryGetActorInitFileSuffixName(const LiveActor*, const char*, const char*)

const char* al::tryGetActorInitFileSuffixName(const Resource*, const char*, const char*)

void al::initParameterIoAndLoad(ParameterIo*, const LiveActor*, const char*, const char*)

void al::stopScene(const LiveActor* actor, s32 stopFrames, s32 delayFrames)

void al::stopScene(SceneStopCtrl* ctrl, s32 stopFrames, s32 delayFrames)

bool al::requestStartDemo(const LiveActor* actor, const char* name)

void al::requestEndDemo(const LiveActor* actor, const char* name)

void al::setHitSensorSort(LiveActor*, const char*, const SensorSortCmpFuncBase*)

void al::setHitSensorJointMtx(LiveActor*, const char*, const char*)

bool al::isSensorName(const HitSensor*, const char*)

bool al::isSensorHostName(const HitSensor*, const char*)

bool al::isSensorValid(const LiveActor*, const char*)

bool al::sendMsgPlayerAttackTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerTrampleReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerReflectOrTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerObjHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerObjHipDropReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerObjHipDropHighJump(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerObjStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerObjStatueDropReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerInvincibleAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerTailAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerBoomerangAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerBodyAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerBodyLanding(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerBodyAttackReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerClimbAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerSpinAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerGiantAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerCooperationHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerClimbSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerClimbRollingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerGiantHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerInvincibleTouch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgEnemyAttackFire(HitSensor* receiver, HitSensor* sender, const char*)

bool al::sendMsgExplosion(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgExplosionCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgKickKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgKickKouraAttackCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgBallAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgBallRouteDokanAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgBallTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgBlockUpperPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgBlockLowerPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgPlayerKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter)

bool al::sendMsgString(HitSensor* receiver, HitSensor* sender, const char* str)

bool al::sendMsgStringV4fPtr(HitSensor* receiver, HitSensor* sender, const char* str, sead::Vector4f* vec)

bool al::sendMsgStringV4fSensorPtr(HitSensor* receiver, HitSensor* sender, const char* str, sead::Vector4f* vec)

bool al::sendMsgStringVoidPtr(HitSensor* receiver, HitSensor* sender, const char* str, void* ptr)

bool al::isMsgPushAll(const SensorMsg* msg)

bool al::isMsgPush(const SensorMsg* msg)

bool al::isMsgPushStrong(const SensorMsg* msg)

bool al::isMsgPushVeryStrong(const SensorMsg* msg)

bool al::isMsgHoldReleaseAll(const SensorMsg* msg)

bool al::isMsgHoldCancel(const SensorMsg* msg)

bool al::isMsgPlayerRelease(const SensorMsg* msg)

bool al::isMsgPlayerReleaseBySwing(const SensorMsg* msg)

bool al::isMsgPlayerReleaseDead(const SensorMsg* msg)

bool al::isMsgPlayerReleaseDamage(const SensorMsg* msg)

bool al::isMsgPlayerReleaseDemo(const SensorMsg* msg)

bool al::isMsgItemGetDirectAll(const SensorMsg* msg)

bool al::isMsgPlayerItemGet(const SensorMsg* msg)

bool al::isMsgRideAllPlayerItemGet(const SensorMsg* msg)

bool al::isMsgPlayerTailAttack(const SensorMsg* msg)

bool al::isMsgItemGetByObjAll(const SensorMsg* msg)

bool al::isMsgBallItemGet(const SensorMsg* msg)

bool al::isMsgKickKouraItemGet(const SensorMsg* msg)

bool al::isMsgKillerItemGet(const SensorMsg* msg)

bool al::isMsgItemGetAll(const SensorMsg* msg)

bool al::isMsgFloorTouch(const SensorMsg* msg)

bool al::isMsgPlayerFloorTouch(const SensorMsg* msg)

bool al::isMsgEnemyFloorTouch(const SensorMsg* msg)

bool al::isMsgUpperPunch(const SensorMsg* msg)

bool al::isMsgPlayerUpperPunch(const SensorMsg* msg)

bool al::isMsgEnemyUpperPunch(const SensorMsg* msg)

bool al::isMsgPlayerTrample(const SensorMsg* msg)

bool al::isMsgPlayerTrampleReflect(const SensorMsg* msg)

bool al::isMsgPlayerHipDropAll(const SensorMsg* msg)

bool al::isMsgPlayerStatueDrop(const SensorMsg* msg)

bool al::isMsgPlayerObjHipDropAll(const SensorMsg* msg)

bool al::isMsgPlayerObjStatueDrop(const SensorMsg* msg)

bool al::isMsgPlayerStatueTouch(const SensorMsg* msg)

bool al::isMsgPlayerObjUpperPunch(const SensorMsg* msg)

bool al::isMsgPlayerRollingAttack(const SensorMsg* msg)

bool al::isMsgPlayerRollingReflect(const SensorMsg* msg)

bool al::isMsgPlayerFireBallAttack(const SensorMsg* msg)

bool al::isMsgPlayerKick(const SensorMsg* msg)

bool al::isMsgPlayerCatch(const SensorMsg* msg)

bool al::isMsgPlayerSlidingAttack(const SensorMsg* msg)

bool al::isMsgPlayerBoomerangBreak(const SensorMsg* msg)

bool al::isMsgPlayerBodyAttack(const SensorMsg* msg)

bool al::isMsgPlayerBodyLanding(const SensorMsg* msg)

bool al::isMsgPlayerClimbAttack(const SensorMsg* msg)

bool al::isMsgPlayerSpinAttack(const SensorMsg* msg)

bool al::isMsgPlayerGiantAttack(const SensorMsg* msg)

bool al::isMsgPlayerGiantHipDrop(const SensorMsg* msg)

bool al::isMsgPlayerDisregard(const SensorMsg* msg)

bool al::isMsgPlayerDash(const SensorMsg* msg)

bool al::isMsgPlayerDamageTouch(const SensorMsg* msg)

bool al::isMsgPlayerFloorTouchBind(const SensorMsg* msg)

bool al::isMsgPlayerTouch(const SensorMsg* msg)

bool al::isMsgPlayerGiantTouch(const SensorMsg* msg)

bool al::isMsgPlayerObjTouch(const SensorMsg* msg)

bool al::isMsgPlayerPutOnEquipment(const SensorMsg* msg)

bool al::isMsgPlayerCarryFront(const SensorMsg* msg)

bool al::isMsgPlayerCarryUp(const SensorMsg* msg)

bool al::isMsgPlayerCarryKeepDemo(const SensorMsg* msg)

bool al::isMsgPlayerCarryWarp(const SensorMsg* msg)

bool al::isMsgPlayerLeave(const SensorMsg* msg)

bool al::isMsgPlayerToss(const SensorMsg* msg)

bool al::isMsgEnemyAttack(const SensorMsg* msg)

bool al::isMsgEnemyAttackFire(const SensorMsg* msg)

bool al::isMsgEnemyAttackKnockDown(const SensorMsg* msg)

bool al::isMsgEnemyAttackBoomerang(const SensorMsg* msg)

bool al::isMsgEnemyAttackNeedle(const SensorMsg* msg)

bool al::isMsgEnemyItemGet(const SensorMsg* msg)

bool al::isMsgEnemyRouteDokanFire(const SensorMsg* msg)

bool al::isMsgExplosion(const SensorMsg* msg)

bool al::isMsgExplosionCollide(const SensorMsg* msg)

bool al::isMsgBindStart(const SensorMsg* msg)

bool al::isMsgBindInit(const SensorMsg* msg)

bool al::isMsgBindEnd(const SensorMsg* msg)

bool al::isMsgBindCancel(const SensorMsg* msg)

bool al::isMsgBindCancelByDemo(const SensorMsg* msg)

bool al::isMsgBindDamage(const SensorMsg* msg)

bool al::isMsgBindSteal(const SensorMsg* msg)

bool al::isMsgBindGiant(const SensorMsg* msg)

bool al::isMsgPressureDeath(const SensorMsg* msg)

bool al::isMsgNpcTouch(const SensorMsg* msg)

bool al::isMsgHit(const SensorMsg* msg)

bool al::isMsgHitStrong(const SensorMsg* msg)

bool al::isMsgHitVeryStrong(const SensorMsg* msg)

bool al::isMsgKnockDown(const SensorMsg* msg)

bool al::isMsgMapPush(const SensorMsg* msg)

bool al::isMsgVanish(const SensorMsg* msg)

bool al::isMsgChangeAlpha(const SensorMsg* msg)

bool al::isMsgShowModel(const SensorMsg* msg)

bool al::isMsgHideModel(const SensorMsg* msg)

bool al::isMsgRestart(const SensorMsg* msg)

bool al::isMsgEnemyTouch(const SensorMsg* msg)

bool al::isMsgEnemyTrample(const SensorMsg* msg)

bool al::isMsgMapObjTrample(const SensorMsg* msg)

bool al::isMsgNeedleBallAttack(const SensorMsg* msg)

bool al::isMsgPunpunFloorTouch(const SensorMsg* msg)

bool al::isMsgInvalidateFootPrint(const SensorMsg* msg)

bool al::isMsgKickKouraAttack(const SensorMsg* msg)

bool al::isMsgKickKouraReflect(const SensorMsg* msg)

bool al::isMsgKickKouraBreak(const SensorMsg* msg)

bool al::isMsgKickKouraBlow(const SensorMsg* msg)

bool al::isMsgKickStoneAttack(const SensorMsg* msg)

bool al::isMsgKickStoneAttackHold(const SensorMsg* msg)

bool al::isMsgKickStoneTrample(const SensorMsg* msg)

bool al::isMsgKillerAttack(const SensorMsg* msg)

bool al::isMsgLiftGeyser(const SensorMsg* msg)

bool al::isMsgWarpStart(const SensorMsg* msg)

bool al::isMsgWarpEnd(const SensorMsg* msg)

bool al::isMsgHoleIn(const SensorMsg* msg)

bool al::isMsgJumpInhibit(const SensorMsg* msg)

bool al::isMsgGoalKill(const SensorMsg* msg)

bool al::isMsgGoal(const SensorMsg* msg)

bool al::isMsgBallAttack(const SensorMsg* msg)

bool al::isMsgBallRouteDokanAttack(const SensorMsg* msg)

bool al::isMsgBallAttackHold(const SensorMsg* msg)

bool al::isMsgBallAttackDRCHold(const SensorMsg* msg)

bool al::isMsgBallAttackCollide(const SensorMsg* msg)

bool al::isMsgBallTrample(const SensorMsg* msg)

bool al::isMsgBallTrampleCollide(const SensorMsg* msg)

bool al::isMsgFireBallCollide(const SensorMsg* msg)

bool al::isMsgFireBallFloorTouch(const SensorMsg* msg)

bool al::isMsgDokanBazookaAttack(const SensorMsg* msg)

bool al::isMsgSwitchOn(const SensorMsg* msg)

bool al::isMsgSwitchOnInit(const SensorMsg* msg)

bool al::isMsgSwitchOffInit(const SensorMsg* msg)

bool al::isMsgSwitchKillOn(const SensorMsg* msg)

bool al::isMsgSwitchKillOnInit(const SensorMsg* msg)

bool al::isMsgSwitchKillOffInit(const SensorMsg* msg)

bool al::isMsgAskSafetyPoint(const SensorMsg* msg)

bool al::isMsgTouchAssist(const SensorMsg* msg)

bool al::isMsgTouchAssistNoPat(const SensorMsg* msg)

bool al::isMsgTouchAssistTrig(const SensorMsg* msg)

bool al::isMsgTouchAssistTrigOff(const SensorMsg* msg)

bool al::isMsgTouchAssistTrigNoPat(const SensorMsg* msg)

bool al::isMsgTouchAssistBurn(const SensorMsg* msg)

bool al::isMsgTouchAssistAll(const SensorMsg* msg)

bool al::isMsgTouchCarryItem(const SensorMsg* msg)

bool al::isMsgTouchReleaseItem(const SensorMsg* msg)

bool al::isMsgTouchStroke(const SensorMsg* msg)

bool al::isMsgIsNerveSupportFreeze(const SensorMsg* msg)

bool al::isMsgOnSyncSupportFreeze(const SensorMsg* msg)

bool al::isMsgOffSyncSupportFreeze(const SensorMsg* msg)

bool al::isMsgBlockUpperPunch(const SensorMsg* msg)

bool al::isMsgBlockLowerPunch(const SensorMsg* msg)

bool al::isMsgBlockItemGet(const SensorMsg* msg)

bool al::isMsgPlayerKouraAttack(const SensorMsg* msg)

bool al::isMsgLightFlash(const SensorMsg* msg)

bool al::isMsgForceAbyss(const SensorMsg* msg)

bool al::isMsgSwordAttackHigh(const SensorMsg* msg)

bool al::isMsgSwordAttackHighLeft(const SensorMsg* msg)

bool al::isMsgSwordAttackHighRight(const SensorMsg* msg)

bool al::isMsgSwordAttackLow(const SensorMsg* msg)

bool al::isMsgSwordAttackLowLeft(const SensorMsg* msg)

bool al::isMsgSwordAttackLowRight(const SensorMsg* msg)

bool al::isMsgSwordBeamAttack(const SensorMsg* msg)

bool al::isMsgSwordAttackJumpUnder(const SensorMsg* msg)

bool al::isMsgShieldGuard(const SensorMsg* msg)

bool al::isMsgAskMultiPlayerEnemy(const SensorMsg* msg)

bool al::isMsgItemGettable(const SensorMsg* msg)

bool al::isMsgKikkiThrow(const SensorMsg* msg)

bool al::isMsgIsKikkiThrowTarget(const SensorMsg* msg)

bool al::isMsgPlayerCloudGet(const SensorMsg* msg)

bool al::isMsgAutoJump(const SensorMsg* msg)

bool al::isMsgPlayerTouchShadow(const SensorMsg* msg)

bool al::isMsgPlayerPullOutShadow(const SensorMsg* msg)

bool al::isMsgPlayerAttackShadow(const SensorMsg* msg)

bool al::isMsgAtmosOnlineLight(const SensorMsg* msg)

bool al::isMsgLightBurn(const SensorMsg* msg)

bool al::isMsgMoonLightBurn(const SensorMsg* msg)

bool al::isMsgString(const SensorMsg* msg)

bool al::isMsgStringV4fPtr(const SensorMsg* msg)

bool al::isMsgStringV4fSensorPtr(const SensorMsg* msg)

bool al::isMsgStringVoidPtr(const SensorMsg* msg)

bool al::tryGetEnemyAttackFireMaterialCode(const char**, const SensorMsg*)

const char* al::getMsgString(const SensorMsg*)

const char* al::getMsgStringV4fPtr(const SensorMsg*, sead::Vector4f**)

const char* al::getMsgStringVoidPtr(const SensorMsg*, void**)

template<typename T>
LiveActor* al::createActorFunction(const char* actorName)

LiveActor* al::getSubActor(const LiveActor* actor, const char* subActorName)

LiveActor* al::tryGetSubActor(const LiveActor* actor, const char* subActorName)

void al::offSyncClippingSubActor(LiveActor* actor, const char* subActorName)

void al::onSyncClippingSubActor(LiveActor* actor, const char* subActorName)

void al::offSyncAppearSubActor(LiveActor* actor, const char* subActorName)

void al::onSyncAppearSubActor(LiveActor* actor, const char* subActorName)

void al::offSyncHideSubActor(LiveActor* actor, const char* subActorName)

void al::onSyncHideSubActor(LiveActor* actor, const char* subActorName)

bool al::isSyncHideSubActor(const LiveActor* actor, const LiveActor* subActor)

void al::offSyncAlphaMaskSubActor(LiveActor* actor, const char* subActorName)

void al::onSyncAlphaMaskSubActor(LiveActor* actor, const char* subActorName)

void al::startActionSubActor(const LiveActor* actor, const char* subActorName, const char* action)

bool al::isActionEndSubActor(const LiveActor* actor, const char* subActorName)

bool al::isActionPlayingSubActor(const LiveActor* actor, const char* subActorName, const char* action)

bool al::isActionOneTimeSubActor(const LiveActor* actor, const char* subActorName)

bool al::isActionOneTimeSubActor(const LiveActor* actor, const char* subActorName, const char* action)

bool al::tryStartActionSubActorAll(const LiveActor* actor, const char* action)

void al::createChildStep(const ActorInitInfo& info, LiveActor* parent, bool isSyncClipping)

bool al::isNearZero(const sead::Vector2f& vec, f32 tolerance)

bool al::isNearZero(const sead::Vector3f& vec, f32 tolerance)

void al::verticalizeVec(sead::Vector3f* out, const sead::Vector3f& vertical, const sead::Vector3f& vec)

Takes the plane perpendicular to unit vector vertical, projects vec onto it, and stores the result in out. The effect is that vec and out will look equal if looking in the direction of vertical.

bool al::isParallelDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance)

bool al::isNearAngleRadian(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance)

bool al::isNearAngleRadian(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance)

bool al::isNearAngleDegree(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance)

bool al::isNearAngleDegree(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance)

bool al::isNear(f32 value, f32 target, f32 tolerance)

bool al::isNear(const sead::Vector2f& value, const sead::Vector2f& target, f32 tolerance)

bool al::isNear(const sead::Vector3f& value, const sead::Vector3f& target, f32 tolerance)

bool al::isNear(const sead::Color4f& value, const sead::Color4f& target, f32 tolerance)

bool al::isNearZero(f32 value, f32 tolerance)

bool al::isNearZero(const sead::Matrix34f& value, f32 tolerance)

bool al::isNearZeroOrGreater(f32 value, f32 tolerance)

bool al::isNearZeroOrLess(f32 value, f32 tolerance)

bool al::isExistNearZeroVal(const sead::Vector3f& vec, f32 tolerance)

bool al::isNormalize(const sead::Vector3f& vec, f32 tolerance)

bool al::isParallelDirection(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance)

bool al::isNearDirection(const sead::Vector2f& a, const sead::Vector2f& b, f32 tolerance)

bool al::isInRange(s32 x, s32 a, s32 b)

bool al::isInRange(f32 x, f32 a, f32 b)

void al::setLength(sead::Vector3f* vec, f32 length)

bool al::limitLength(sead::Vector2f* out, const sead::Vector2f& vec, f32 limit)

bool al::limitLength(sead::Vector3f* out, const sead::Vector3f& vec, f32 limit)

f32 al::normalize(f32 x, f32 min, f32 max)

f32 al::normalize(s32 x, s32 min, s32 max)

void al::clampV3f(sead::Vector3f* out, const sead::Vector3f& min, const sead::Vector3f& max)

void al::clampV2f(sead::Vector2f* out, const sead::Vector2f& min, const sead::Vector2f& max)

f32 al::calcTriangleWave(f32 t, f32 min, f32 max, f32 period)

f32 al::calcRate01(f32 t, f32 min, f32 max)

f32 al::easeByType(f32 t, s32 easeType)

f32 al::hermite(f32 y0, f32 m0, f32 y1, f32 m1, f32 t)

Interpolates between y0 and y1 as t goes from 0.0 to 1.0. This interpolation is defined by m0 and m1, which are the rates of change of t at the points y0 and y1 respectively.

f32 al::hermite(f32 y0, f32 m0, f32 y1, f32 m1, f32 t, f32 width)

f32 al::calcSpeedMax(f32 accel, f32 friction)

f32 al::calcAccel(f32 speed, f32 friction)

f32 al::calcFriction(f32 accel, f32 speed)

void al::roundOffVec(sead::Vector3f* outVec, const sead::Vector3f& vec)

void al::roundOffVec(sead::Vector2f* outVec, const sead::Vector2f& vec)

f32 al::snapToGrid(f32 val, f32 gridSize, f32 offset)

void al::snapVecToGrid(sead::Vector3f* outVec, const sead::Vector3f& vec, f32 gridSize, const sead::Vector3f& offset)

void al::snapVecToGrid(sead::Vector3f* outVec, const sead::Vector3f& vec, const sead::Vector3f& gridSize, const sead::Vector3f& offset)

void al::limitVectorOppositeDir(sead::Vector3f* outVec, const sead::Vector3f& inVec, const sead::Vector3f& dir, f32 scale)

void al::scaleVectorDirection(sead::Vector3f* outVec, const sead::Vector3f& inVec, const sead::Vector3f& dir, f32 scale)

void al::scaleVectorExceptDirection(sead::Vector3f* outVec, const sead::Vector3f& inVec, const sead::Vector3f& dir, f32 scale)

bool al::calcDir(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB)

bool al::calcDirH(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB)

bool al::calcDirOnPlane(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB, const sead::Vector3f& plane)

f32 al::mapRangeLogarithmic(f32 x, f32 min, f32 max, f32 start, f32 end, f32 exponent)

void al::calcDirFromLongitudeLatitude(sead::Vector3f* outVec, f32 longitude, f32 latitude)

void al::calcLongitudeLatitudeFromDir(f32* longitude, f32* latitude, const sead::Vector3f& dir)

void al::makeQuatFromTwoAxis(sead::Quatf* outQuat, const sead::Vector3f& vectorA, const sead::Vector3f& vectorB, s32 axisA, s32 axisB)

void al::makeQuatFrontUp(sead::Quatf* outQuat, const sead::Vector3f& front, const sead::Vector3f& up)

void al::makeQuatFrontSide(sead::Quatf* outQuat, const sead::Vector3f& front, const sead::Vector3f& side)

void al::makeQuatUpFront(sead::Quatf* outQuat, const sead::Vector3f& up, const sead::Vector3f& front)

void al::makeQuatUpSide(sead::Quatf* outQuat, const sead::Vector3f& up, const sead::Vector3f& side)

void al::makeQuatSideUp(sead::Quatf* outQuat, const sead::Vector3f& side, const sead::Vector3f& up)

void al::makeQuatSideFront(sead::Quatf* outQuat, const sead::Vector3f& side, const sead::Vector3f& front)

void al::rotateQuatRadian(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vec, f32 angle)

void al::makeQuatXDegree(sead::Quatf* outQuat, f32 angle)

void al::makeQuatYDegree(sead::Quatf* outQuat, f32 angle)

void al::makeQuatZDegree(sead::Quatf* outQuat, f32 angle)

void al::rotateQuatXDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle)

void al::rotateQuatYDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle)

void al::rotateQuatZDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, f32 angle)

void al::rotateQuatLocalDirDegree(sead::Quatf* outQuat, const sead::Quatf& quat, s32 axis, f32 angle)

void al::rotateQuatMoment(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vec)

void al::rotateQuatMomentDegree(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vec)

void al::rotateQuatRollBall(sead::Quatf* outQuat, const sead::Quatf& quat, const sead::Vector3f& vecA, const sead::Vector3f& vecB, f32 scale)

void al::calcMomentRollBall(sead::Vector3f* outVec, const sead::Vector3f& vecA, const sead::Vector3f& vecB, f32 scale)

void al::calcDiskPointPicking(sead::Vector2f* outPoint, f32 radius, f32 angle)

void al::calcParabolicFunctionParam(f32* gravity, f32* initialVelY, f32 maxHeight, f32 verticalDistance)

template<typename T>
T al::clamp(T value, T min, T max)

bool al::tryCalcAngleOnPlaneDegree(f32* angle, const sead::Vector3f& a, const sead::Vector3f& b, const sead::Vector3f& vertical)

bool al::isReverseDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance = 0.01f)

bool al::isNearDirection(const sead::Vector3f& a, const sead::Vector3f& b, f32 tolerance = 0.01f)

void al::hermiteVec(sead::Vector3f* out, const sead::Vector3f& p0, const sead::Vector3f& v0, const sead::Vector3f& p1, const sead::Vector3f& v1, f32 t)

void al::initRandomSeedByString(const char*)

void al::calcQuatUp(sead::Vector3f* out, const sead::Quatf& quat)

void al::visitCellsOverlapped(const sead::Vector3f&, const sead::Vector3f&, f32, const VisitCellCallBack&)

void al::makeMtxRotateTrans(sead::Matrix34f* outMtx, const sead::Vector3f& rotate, const sead::Vector3f& trans)

void al::makeMtxFromTwoAxis(sead::Matrix34f* outMtx, const sead::Vector3f& vectorA, const sead::Vector3f& vectorB, s32 axisA, s32 axisB)

void al::makeMtxFrontSide(sead::Matrix34f* outMtx, const sead::Vector3f& front, const sead::Vector3f& side)

void al::makeMtxSideFront(sead::Matrix34f* outMtx, const sead::Vector3f& side, const sead::Vector3f& front)

void al::makeMtxFrontUpPos(sead::Matrix34f* outMtx, const sead::Vector3f& front, const sead::Vector3f& up, const sead::Vector3f& pos)

void al::makeMtxFrontSidePos(sead::Matrix34f* outMtx, const sead::Vector3f& front, const sead::Vector3f& side, const sead::Vector3f& pos)

void al::makeMtxUpFrontPos(sead::Matrix34f* outMtx, const sead::Vector3f& up, const sead::Vector3f& front, const sead::Vector3f& pos)

void al::makeMtxUpSidePos(sead::Matrix34f* outMtx, const sead::Vector3f& up, const sead::Vector3f& side, const sead::Vector3f& pos)

void al::makeMtxSideUpPos(sead::Matrix34f* outMtx, const sead::Vector3f& side, const sead::Vector3f& up, const sead::Vector3f& pos)

void al::makeMtxSideFrontPos(sead::Matrix34f* outMtx, const sead::Vector3f& side, const sead::Vector3f& front, const sead::Vector3f& pos)

void al::makeMtxFollowTarget(sead::Matrix34f* outMtx, const sead::Matrix34f& baseMtx, const sead::Vector3f& trans, const sead::Vector3f& rotate)

void al::rotateMtxXDirDegree(sead::Matrix34f* outMtx, const sead::Matrix34f& baseMtx, f32 angle)

void al::rotateMtxYDirDegree(sead::Matrix34f* outMtx, const sead::Matrix34f& baseMtx, f32 angle)

void al::rotateMtxZDirDegree(sead::Matrix34f* outMtx, const sead::Matrix34f& baseMtx, f32 angle)

void al::calcMtxScale(sead::Vector3f* outMtx, const Matrix43f& mtx)

void al::makeMtxQuatPos(sead::Matrix34f* outMtx, const sead::Quatf& quat, const sead::Vector3f& pos)

void al::makeMtxQuatScalePos(sead::Matrix34f* outMtx, const sead::Quatf& quat, const sead::Vector3f& scale, const sead::Vector3f& pos)

void al::makeMtxQuatScalePos(sead::Matrix44f* outMtx, const sead::Quatf& quat, const sead::Vector3f& scale, const sead::Vector3f& pos)

void al::makeMtx34f(sead::Matrix34f*, const nn::util::neon::MatrixColumnMajor4x3fType&)

void al::makeMtx44f(sead::Matrix44f*, const nn::util::neon::MatrixColumnMajor4x4fType&)

sead::Heap* al::tryFindNamedHeap(const char* heapName)

sead::Heap* al::findNamedHeap(const char* heapName)

void al::addNamedHeap(sead::Heap* heap, const char* heapName)

void al::removeNamedHeap(const char* heapName)

void al::createSceneHeap(const char* stageName, bool backwards)

void al::createSceneResourceHeap(const char* stageName)

void al::destroySceneHeap(bool removeCategory)

void al::createWorldResourceHeap(bool useCategory)

void al::destroyWorldResourceHeap(bool removeCategory)

void al::loadPlayerResource(const char* categoryName)

void al::freePlayerResource(const char* categoryName)

void al::setAudioResourceDirectorToMemorySystem(AudioResourceDirector* audioResourceDirector)

bool al::isMessageTagPageBreak(const IUseMessageSystem*, const MessageTag&)

bool al::isMessageTagPageBreak(const MessageProjectEx*, const MessageTag&)

const char* al::getMessageTagGroupName(const MessageProjectEx*, s32)

const char* al::getMessageTagName(const MessageProjectEx*, s32, s32)

const char16* al::getSystemMessageString(const IUseMessageSystem*, const char*, const char*)

bool al::isExistLabelInLayoutMessage(const IUseMessageSystem*, const char*, const char*)

bool al::isExistLabelInSystemMessage(const IUseMessageSystem*, const char*, const char*)

bool al::isExistLabelInStageMessage(const IUseMessageSystem*, const char*, const char*)

const char16* al::getLayoutMessageString(const IUseMessageSystem*, const char*, const char*)

const char16* al::getStageMessageString(const IUseMessageSystem*, const char*, const char*)

bool al::tryGetStageMessageString(const char16**, const IUseMessageSystem*, const char*, const char*)

const char* al::getMessageTagParamName(const IUseMessageSystem*, const MessageTag&, s32)

void* al::getPictureFont(const LayoutSystem*)

void al::setNerve(IUseNerve* user, const Nerve* nerve)

void al::setNerveAtStep(IUseNerve* user, const Nerve* nerve, s32 step)

bool al::isStep(const IUseNerve* user, s32 step)

void al::setNerveAtGreaterEqualStep(IUseNerve* user, const Nerve* nerve, s32 step)

bool al::isNerve(const IUseNerve* user, const Nerve* nerve)

bool al::isFirstStep(const IUseNerve* user)

bool al::isGreaterStep(const IUseNerve* user, s32 step)

bool al::isGreaterEqualStep(const IUseNerve* user, s32 step)

bool al::isLessStep(const IUseNerve* user, s32 step)

bool al::isLessEqualStep(const IUseNerve* user, s32 step)

bool al::isInRangeStep(const IUseNerve* user, s32 startStep, s32 endStep)

bool al::isIntervalStep(const IUseNerve* user, s32 interval, s32 offset)

bool al::isIntervalOnOffStep(const IUseNerve* user, s32 interval, s32 offset)

bool al::isNewNerve(const IUseNerve* user)

s32 al::calcNerveInterval(const IUseNerve* user, s32 interval, s32 offset)

f32 al::calcNerveRate(const IUseNerve* user, s32 min, s32 max)

f32 al::calcNerveEaseByTypeRate(const IUseNerve* user, s32 min, s32 max, s32 type)

f32 al::calcNervePowerInRate(const IUseNerve* user, s32 max, f32 power)

f32 al::calcNervePowerInRate(const IUseNerve* user, s32 min, s32 max, f32 power)

f32 al::calcNervePowerOutRate(const IUseNerve* user, s32 min, s32 max, f32 power)

f32 al::calcNerveJumpRate(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release)

f32 al::calcNerveEaseInValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end)

f32 al::calcNerveStartEndRate(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release)

f32 al::calcNerveEaseInOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end)

f32 al::calcNerveValue(const IUseNerve* user, s32 max, f32 start, f32 end)

f32 al::calcNerveValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end)

f32 al::calcNerveEaseInValue(const IUseNerve* user, s32 max, f32 start, f32 end)

f32 al::calcNerveEaseOutValue(const IUseNerve* user, s32 max, f32 start, f32 end)

f32 al::calcNerveEaseOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end)

f32 al::calcNerveEaseInOutValue(const IUseNerve* user, s32 max, f32 start, f32 end)

f32 al::calcNerveSquareInValue(const IUseNerve* user, s32 max, f32 start, f32 end)

f32 al::calcNerveSquareInValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end)

f32 al::calcNerveSquareOutValue(const IUseNerve* user, s32 max, f32 start, f32 end)

f32 al::calcNerveSquareOutValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end)

f32 al::calcNerveEaseByTypeValue(const IUseNerve* user, s32 max, f32 start, f32 end, s32 type)

f32 al::calcNerveEaseByTypeValue(const IUseNerve* user, s32 min, s32 max, f32 start, f32 end, s32 type)

f32 al::calcNerveJumpValue(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release, f32 factor)

f32 al::calcNerveStartEndValue(const IUseNerve* user, s32 inMax, s32 upDuration, s32 release, f32 start, f32 end)

void al::initNerveState(IUseNerve* user, NerveStateBase* state, const Nerve* nerve, const char* name)

void al::addNerveState(IUseNerve* user, NerveStateBase* state, const Nerve* nerve, const char* name)

bool al::isStateEnd(const IUseNerve* user)

bool al::isAnyNfcTagDetected(const NfpInfo& nfpInfo)

bool al::isNormalNfc(const NfpInfo& nfpInfo)

bool al::isAmiibo(const NfpInfo& nfpInfo)

bool al::isEqualUniqueNfcId(const NfpInfo& nfpInfoA, const NfpInfo& nfpInfoB)

bool al::isEqualUniqueNfcId(const nn::nfp::TagInfo& tagInfoA, const nn::nfp::TagInfo& tagInfoB)

bool al::isEqualCharacterId(const NfpInfo& nfpInfo, NfpCharacterId characterId)

bool al::isEqualCharacterId(const nn::nfp::ModelInfo& modelInfo, const NfpCharacterId& characterId)

bool al::isEqualCharacterIdBase(const NfpInfo& nfpInfo, NfpCharacterId characterId)

bool al::isEqualNumberingId(const NfpInfo& nfpInfo, s32 numberingId)

bool al::isEqualNumberingId(const nn::nfp::ModelInfo& modelInfo, s32 numberingId)

bool al::tryGetCharacterId(NfpCharacterId* characterId, const NfpInfo& nfpInfo)

bool al::tryGetNumberingId(s32* numberingId, const NfpInfo& nfpInfo)

bool al::isNeedFormat(const NfpInfo& nfpInfo)

bool al::isNeedRestore(const NfpInfo& nfpInfo)

bool al::isNeedRegister(const NfpInfo& nfpInfo)

bool al::isValidRegisterInfo(const NfpInfo& nfpInfo)

bool al::isEqualCharacterIdBase(const nn::nfp::ModelInfo& modelInfo, const NfpCharacterId& characterId)

bool al::isEqualUniqueNfcId(const nn::nfp::TagInfo& tagInfoA, const NfpInfo& nfpInfoB)

bool al::isEqualUniqueNfcId(const nn::nfp::TagId& tagIdA, const nn::nfp::TagId& tagIdB)

CollisionObj* al::createCollisionObj(const LiveActor* parent, const ActorInitInfo& info, const char* collisionFileName, HitSensor* hitSensor, const char* joinMtxName, const char* suffix)

CollisionObj* al::createCollisionObjMtx(const LiveActor* parent, const ActorInitInfo& info, const char* collisionFileName, HitSensor* hitSensor, const sead::Matrix34f* joinMtx, const char* suffix)

PartsModel* al::createPartsModel(LiveActor*, const ActorInitInfo&, const char*, const char*, const sead::Matrix34f*)

PartsModel* al::createPartsModelFile(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*)

PartsModel* al::createPartsModelFileSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*)

PartsModel* al::createSimplePartsModel(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*)

PartsModel* al::createSimplePartsModelSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*)

PartsModel* al::createPartsModelSuffix(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const sead::Matrix34f*)

PartsModel* al::createPartsModelJoint(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*)

PartsModel* al::createPartsModelSuffixJoint(LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const char*)

BreakModel* al::createBreakModel(const LiveActor*, const ActorInitInfo&, const char*, const char*, const char*, const sead::Matrix34f*, const char*)

void al::activateHostSyncTowerCamera(HostSyncTowerCamera*)

void al::deactivateHostSyncTowerCamera(HostSyncTowerCamera*)

void al::updateHostSyncTowerCamera(HostSyncTowerCamera*)

KeyMoveCameraObj* al::tryCreateLinksKeyMoveCameraObj(const ActorInitInfo&, const char*)

bool al::isValidInfo(const PlacementInfo& placementInfo)

void al::getObjectName(const char** name, const ActorInitInfo& initInfo)

void al::getObjectName(const char** name, const PlacementInfo& placementInfo)

bool al::tryGetObjectName(const char** name, const ActorInitInfo& initInfo)

bool al::tryGetObjectName(const char** name, const PlacementInfo& placementInfo)

bool al::isObjectName(const ActorInitInfo& initInfo, const char* name)

bool al::isObjectName(const PlacementInfo& placementInfo, const char* name)

bool al::isObjectNameSubStr(const ActorInitInfo& initInfo, const char* name)

bool al::isObjectNameSubStr(const PlacementInfo& placementInfo, const char* name)

void al::getClassName(const char** name, const ActorInitInfo& initInfo)

void al::getClassName(const char** name, const PlacementInfo& placementInfo)

bool al::tryGetClassName(const char** name, const ActorInitInfo& initInfo)

bool al::tryGetClassName(const char** name, const PlacementInfo& placementInfo)

bool al::isClassName(const ActorInitInfo& initInfo, const char* name)

bool al::isClassName(const PlacementInfo& placementInfo, const char* name)

void al::getDisplayName(const char** name, const ActorInitInfo& initInfo)

void al::getDisplayName(const char** name, const PlacementInfo& placementInfo)

bool al::tryGetDisplayName(const char** name, const ActorInitInfo& initInfo)

bool al::tryGetDisplayName(const char** name, const PlacementInfo& placementInfo)

void al::getPlacementTargetFile(const char** targetFile, const PlacementInfo& placementInfo)

void al::getTrans(sead::Vector3f* trans, const PlacementInfo& placementInfo)

void al::multZoneMtx(sead::Vector3f* trans, const PlacementInfo& placementInfo)

bool al::tryGetTrans(sead::Vector3f* trans, const PlacementInfo& placementInfo)

void al::getRotate(sead::Vector3f* rotate, const PlacementInfo& placementInfo)

template<typename T>
void al::getRotation(sead::Vector3f* v, const sead::Matrix34f& n)

bool al::tryGetRotate(sead::Vector3f* rotate, const PlacementInfo& placementInfo)

void al::getQuat(sead::Quatf* quat, const PlacementInfo& placementInfo)

bool al::tryGetQuat(sead::Quatf* quat, const PlacementInfo& placementInfo)

void al::getScale(sead::Vector3f* scale, const PlacementInfo& placementInfo)

void al::getScale(f32* x, f32* y, f32* z, const PlacementInfo& placementInfo)

bool al::tryGetScale(sead::Vector3f* scale, const PlacementInfo& placementInfo)

void al::getSide(sead::Vector3f* side, const PlacementInfo& placementInfo)

bool al::tryGetSide(sead::Vector3f* side, const PlacementInfo& placementInfo)

void al::getUp(sead::Vector3f* up, const PlacementInfo& placementInfo)

void al::getFront(sead::Vector3f* front, const PlacementInfo& placementInfo)

bool al::tryGetFront(sead::Vector3f* front, const PlacementInfo& placementInfo)

bool al::tryGetLocalAxis(sead::Vector3f* dir, const PlacementInfo& placementInfo, s32 axis)

void al::calcMatrixMultParent(sead::Matrix34f* matrix, const ActorInitInfo& initInfo1, const ActorInitInfo& initInfo2)

void al::calcMatrixMultParent(sead::Matrix34f* matrix, const PlacementInfo& placementInfo1, const PlacementInfo& placementInfo2)

void al::getArg(s32* arg, const ActorInitInfo& initInfo, const char* key)

void al::getArg(s32* arg, const PlacementInfo& placementInfo, const char* key)

bool al::tryGetArg(s32* arg, const ActorInitInfo& initInfo, const char* key)

bool al::tryGetArg(s32* arg, const PlacementInfo& placementInfo, const char* key)

void al::getArg(f32* arg, const ActorInitInfo& initInfo, const char* key)

void al::getArg(f32* arg, const PlacementInfo& placementInfo, const char* key)

bool al::tryGetArg(f32* arg, const ActorInitInfo& initInfo, const char* key)

bool al::tryGetArg(f32* arg, const PlacementInfo& placementInfo, const char* key)

void al::getArg(bool* arg, const ActorInitInfo& initInfo, const char* key)

void al::getArg(bool* arg, const PlacementInfo& placementInfo, const char* key)

bool al::tryGetArg(bool* arg, const ActorInitInfo& initInfo, const char* key)

bool al::tryGetArg(bool* arg, const PlacementInfo& placementInfo, const char* key)

s32 al::getArgS32(const ActorInitInfo& actorInitInfo, const char* key)

f32 al::getArgF32(const ActorInitInfo& actorInitInfo, const char* key)

void al::getArgV3f(sead::Vector3f* arg, const ActorInitInfo& actorInitInfo, const char* key)

void al::getArgV3f(sead::Vector3f* arg, const PlacementInfo& placementInfo, const char* key)

bool al::tryGetArgV3f(sead::Vector3f* arg, const ActorInitInfo& actorInitInfo, const char* key)

bool al::tryGetArgV3f(sead::Vector3f* arg, const PlacementInfo& placementInfo, const char* key)

bool al::isArgBool(const ActorInitInfo& initInfo, const char* key)

bool al::isArgBool(const PlacementInfo& placementInfo, const char* key)

bool al::isArgString(const ActorInitInfo& initInfo, const char* key, const char* arg)

bool al::isArgString(const PlacementInfo& placementInfo, const char* key, const char* arg)

void al::getStringArg(const char** arg, const ActorInitInfo& initInfo, const char* key)

void al::getStringArg(const char** arg, const PlacementInfo& placementInfo, const char* key)

void al::getStringArg(const char** arg, const AreaInitInfo& initInfo, const char* key)

const char* al::getStringArg(const ActorInitInfo& initInfo, const char* key)

const char* al::getStringArg(const PlacementInfo& placementInfo, const char* key)

const char* al::getStringArg(const AreaInitInfo& initInfo, const char* key)

bool al::tryGetStringArg(const char** arg, const ActorInitInfo& initInfo, const char* key)

bool al::tryGetStringArg(const char** arg, const PlacementInfo& initInfo, const char* key)

bool al::tryGetStringArg(const char** arg, const AreaInitInfo& initInfo, const char* key)

bool al::tryGetArgV2f(sead::Vector2f* arg, const ActorInitInfo& initInfo, const char* key)

bool al::tryGetArgV2f(sead::Vector2f* arg, const PlacementInfo& initInfo, const char* key)

bool al::tryGetArgColor(sead::Color4f* arg, const ActorInitInfo& initInfo, const char* key)

bool al::tryGetArgColor(sead::Color4f* arg, const PlacementInfo& initInfo, const char* key)

void al::getLayerConfigName(const char** name, const ActorInitInfo& initInfo)

void al::getLayerConfigName(const char** name, const PlacementInfo& initInfo)

bool al::tryGetZoneNameIfExist(const char** name, const PlacementInfo& placementInfo)

void al::getPlacementId(PlacementId* placementId, const PlacementInfo& placementInfo)

bool al::tryGetBoolArgOrFalse(const ActorInitInfo& initInfo, const char* key)

void al::getPlacementInfoByKey(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, const char* key)

bool al::tryGetPlacementInfoByKey(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, const char* key)

void al::getPlacementInfoByIndex(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, s32 index)

bool al::tryGetPlacementInfoByIndex(PlacementInfo* outPlacementInfo, const PlacementInfo& placementInfo, s32 index)

void al::getPlacementInfoAndKeyNameByIndex(PlacementInfo* outPlacementInfo, const char** outKey, const PlacementInfo& placementInfo, s32 index)

bool al::tryGetPlacementInfoAndKeyNameByIndex(PlacementInfo* outPlacementInfo, const char** outKey, const PlacementInfo& placementInfo, s32 index)

bool al::tryGetPlacementId(PlacementId* placementId, const PlacementInfo& placementInfo)

void al::getPlacementId(PlacementId* placementId, const ActorInitInfo& initInfo)

bool al::isEqualPlacementId(const PlacementId& placementId, const PlacementId& otherPlacementId)

bool al::isEqualPlacementId(const PlacementInfo& placementInfo, const PlacementInfo& otherPlacementInfo)

bool al::isExistRail(const ActorInitInfo& initInfo, const char* linkName)

bool al::tryGetRailIter(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo, const char* linkName)

bool al::tryGetLinksInfo(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo, const char* linkName)

bool al::tryGetMoveParameterRailIter(PlacementInfo* railPlacementInfo, const PlacementInfo& placementInfo)

s32 al::calcLinkChildNum(const ActorInitInfo& initInfo, const char* linkName)

s32 al::calcLinkChildNum(const PlacementInfo& placementInfo, const char* linkName)

bool al::isExistLinkChild(const ActorInitInfo& initInfo, const char* linkName, s32 index)

bool al::isExistLinkChild(const PlacementInfo& placementInfo, const char* linkName, s32 index)

bool al::isExistLinkChild(const AreaInitInfo& initInfo, const char* linkName, s32 index)

s32 al::calcLinkNestNum(const ActorInitInfo& initInfo, const char* linkName)

s32 al::calcLinkNestNum(const PlacementInfo& placementInfo, const char* linkName)

void al::getLinksInfo(PlacementInfo* linkPlacementInfo, const PlacementInfo& placementInfo, const char* linkName)

void al::getLinksInfoByIndex(PlacementInfo* linkPlacementInfo, const PlacementInfo& placementInfo, const char* linkName, s32 index)

void al::getLinksInfo(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName)

void al::getLinksInfoByIndex(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName, s32 index)

bool al::tryGetLinksInfo(PlacementInfo* linkPlacementInfo, const ActorInitInfo& initInfo, const char* linkName)

void al::getLinksMatrix(sead::Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName)

void al::getLinksMatrixByIndex(sead::Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName, s32 index)

void al::getLinkTR(sead::Vector3f* trans, sead::Vector3f* rotate, const PlacementInfo& placementInfo, const char* linkName)

void al::getLinkTR(sead::Vector3f* trans, sead::Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName)

void al::getLinkTR(sead::Vector3f* trans, sead::Vector3f* rotate, const AreaInitInfo& initInfo, const char* linkName)

void al::getLinksQT(sead::Quatf* quat, sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName)

void al::getLinksQT(sead::Quatf* quat, sead::Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName)

bool al::tryGetLinksQT(sead::Quatf* quat, sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName)

bool al::tryGetLinksQTS(sead::Quatf* quat, sead::Vector3f* trans, sead::Vector3f* scale, const ActorInitInfo& initInfo, const char* linkName)

bool al::tryGetLinksMatrixTR(sead::Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName)

bool al::tryGetLinksMatrixTR(sead::Matrix34f* matrix, const AreaInitInfo& initInfo, const char* linkName)

bool al::tryGetLinksMatrixTRS(sead::Matrix34f* matrix, const ActorInitInfo& initInfo, const char* linkName)

bool al::tryGetLinksTrans(sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName)

bool al::tryGetLinksTrans(sead::Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName)

bool al::tryGetLinksQuat(sead::Quatf* quat, const ActorInitInfo& initInfo, const char* linkName)

bool al::tryGetLinksTR(sead::Vector3f* trans, sead::Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName)

void al::getChildTrans(sead::Vector3f* trans, const PlacementInfo& placementInfo, const char* linkName)

void al::getChildTrans(sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName)

void al::getChildTrans(sead::Vector3f* trans, const AreaInitInfo& initInfo, const char* linkName)

void al::getChildLinkT(sead::Vector3f* trans, const ActorInitInfo& initInfo, const char* linkName, s32 index)

void al::getChildLinkTR(sead::Vector3f* trans, sead::Vector3f* rotate, const ActorInitInfo& initInfo, const char* linkName, s32 index)

s32 al::calcMatchNameLinkCount(const PlacementInfo& placementInfo, const char* linkName)

s32 al::calcLinkCountClassName(const PlacementInfo& placementInfo, const char* linkName)

bool al::tryGetChildDisplayOffset(sead::Vector3f* offset, const ActorInitInfo& initInfo, const char* linkName)

BalloonMessage* al::createBalloonMessage(const LiveActor* hostActor, const ActorInitInfo& info, const char* message)

SimpleLayoutText* al::createSimpleLayoutText(const ActorInitInfo& info, const char* name, const char* paneName, const char* archiveName)

const sead::Vector3f& al::getPlayerPos(const PlayerHolder* holder, s32 index)

bool al::isPlayerDead(const PlayerHolder* holder, s32 index)

bool al::isPlayerAreaTarget(const PlayerHolder* holder, s32 index)

bool al::isNearPlayerHCondition(const LiveActor*, f32, bool(*)(const LiveActor*))

RailKeeper* al::createRailKeeper(const PlacementInfo& info, const char* linkName)

RailKeeper* al::tryCreateRailKeeper(const PlacementInfo& info, const char* linkName)

RailKeeper* al::createRailKeeperIndex(const PlacementInfo& info, s32 linkIndex, const char* linkName)

void al::setRailPosToStart(IUseRail* railHolder)

void al::setRailPosToEnd(IUseRail* railHolder)

void al::setRailPosToCoord(IUseRail* railHolder, f32)

void al::setSyncRailToCoord(LiveActor* actor, f32 coord)

bool al::moveRail(IUseRail* railHolder, f32)

bool al::isRailReachedGoal(const IUseRail* railHolder)

bool al::moveRailLoop(IUseRail* railHolder, f32)

f32 al::getRailCoord(const IUseRail* railHolder)

bool al::isRailGoingToEnd(const IUseRail* railHolder)

bool al::moveRailTurn(IUseRail* railHolder, f32, f32)

void al::reverseRail(IUseRail* railHolder)

bool al::isRailReachedNearGoal(const IUseRail* railHolder, f32)

void al::calcRailMoveDir(sead::Vector3f*, const IUseRail* railHolder)

const sead::Vector3f& al::getRailPos(const IUseRail* railHolder)

bool al::moveSyncRailLoop(LiveActor* actor, f32 speed)

bool al::moveSyncRailTurn(LiveActor* actor, f32 speed)

void al::calcRailPointPos(sead::Vector3f*, const IUseRail* railHolder, s32)

s32 al::getRailPartIndex(const IUseRail* railHolder)

f32 al::calcRailPartRate(const IUseRail* railHolder)

bool al::isLoopRail(const IUseRail* railHolder)

s32 al::getRailPointNum(const IUseRail* railHolder)

void al::calcRailUp(sead::Vector3f*, const IUseRail* railHolder)

s32 al::getRailPointNo(const IUseRail* railHolder)

f32 al::calcRailTotalRate(const IUseRail* railHolder)

s32 al::getRailNum(const IUseRail* railHolder)

const sead::Vector3f& al::getRailDir(const IUseRail* railHolder)

bool al::isRailReachedEnd(const IUseRail* railHolder)

f32 al::getRailPartLength(const IUseRail* railHolder, s32)

bool al::tryGetCurrentRailPointArg(f32*, const IUseRail* railHolder, const char*)

bool al::tryGetNextRailPointArg(f32*, const IUseRail* railHolder, const char*)

bool al::tryGetCurrentRailPointArg(s32*, const IUseRail* railHolder, const char*)

bool al::tryGetNextRailPointArg(s32*, const IUseRail* railHolder, const char*)

bool al::tryGetCurrentRailPointArg(bool*, const IUseRail* railHolder, const char*)

bool al::tryGetNextRailPointArg(bool*, const IUseRail* railHolder, const char*)

bool al::tryGetCurrentRailPointArg(const char**, const IUseRail* railHolder, const char*)

bool al::tryGetNextRailPointArg(const char**, const IUseRail* railHolder, const char*)

bool al::isExistRail(const IUseRail* railHolder)

bool al::isRailReachedStart(const IUseRail* railHolder)

bool al::isRailReachedNearGoal(const IUseRail* railHolder, f32, f32)

bool al::isRailReachedEdge(const IUseRail* railHolder)

bool al::isRailReachedNearRailPoint(const IUseRail* railHolder, f32)

bool al::isRailIncludeBezierPart(const IUseRail* railHolder)

bool al::isRailBezierPart(const IUseRail* railHolder, s32)

bool al::isRailPlusDir(const IUseRail* railHolder, const sead::Vector3f&)

bool al::isRailPlusPoseSide(const LiveActor* actor)

bool al::isRailPlusPoseUp(const LiveActor* actor)

void al::calcRailPosFront(sead::Vector3f*, const IUseRail* railHolder, f32)

void al::calcRailDirFront(sead::Vector3f*, const IUseRail* railHolder, f32)

void al::calcRailPointPose(sead::Quatf*, const IUseRail* railHolder, s32)

s32 al::calcRailPointNum(const IUseRail* railHolder, f32, f32)

LiveActorGroup* al::createRailModelGroup(const IUseRail* railHolder, const ActorInitInfo&, const char*, const char*)

s32 al::calcRailDivideNum(const IUseRail* railHolder, f32, bool)

void al::placementRailDivide(const IUseRail* railHolder, f32, bool, const RailPlacementCallBack&)

void al::placementRailDivideForcePoint(const IUseRail* railHolder, f32, const RailPlacementCallBack&)

void al::placementRailDivideEqually(const IUseRail* railHolder, f32, const RailPlacementCallBack&)

void al::findOrCreateActorResourceWithAnimResource(ActorResourceHolder*, const char*, const char*, const char*, bool)

bool al::isExistResourceYaml(const Resource*, const char*, const char*)

bool al::isExistResourceYaml(const ActorResource*, const char*, const char*)

void al::findResourceYaml(const Resource*, const char*, const char*)

void al::findResourceYaml(const ActorResource*, const char*, const char*)

bool al::setAudioPlayerToResourceSystem(SeadAudioPlayer*, SeadAudioPlayer*)

void al::setSceneObj(const IUseSceneObjHolder* user, ISceneObj* obj, s32 sceneObjId)

bool al::isExistSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId)

void al::deleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId)

bool al::tryDeleteSceneObj(const IUseSceneObjHolder* user, s32 sceneObjId)

template<typename T>
T* al::getSceneObj(const IUseSceneObjHolder* user)

template<typename T>
T* al::tryGetSceneObj(const IUseSceneObjHolder* user)

StageInfo* al::getStageInfoMap(const Scene* scene, s32 index)

void al::initActorInitInfo(ActorInitInfo* actorInitInfo, const Scene* scene, const PlacementInfo* placementInfo, const LayoutInitInfo* layoutInfo, const ActorFactory* actorFactory, SceneMsgCtrl* sceneMsgCtrl, GameDataHolderBase* gameDataHolderBase)

void al::initLayoutInitInfo(LayoutInitInfo* layoutInfo, const Scene* scene, const SceneInitInfo& sceneInfo)

void al::initPlacementAreaObj(Scene* scene, const ActorInitInfo& actorInfo)

bool al::tryGetPlacementInfoAndCount(PlacementInfo* outPlacementInfo, s32* outCount, const StageInfo* stageInfo, const char* key)

void al::initPlacementObjectMap(Scene* scene, const ActorInitInfo& actorInfo, const char* name)

void al::initPlacementByStageInfo(const StageInfo* stageInfo, const char* key, const ActorInitInfo& actorInfo)

void al::initPlacementObjectDesign(Scene* scene, const ActorInitInfo& actorInfo, const char* name)

void al::initPlacementObjectSound(Scene* scene, const ActorInitInfo& actorInfo, const char* name)

LiveActor* al::tryInitPlacementSingleObject(Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key)

LiveActor* al::tryInitPlacementSingleObject(Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key, const char* name)

bool al::tryInitPlacementActorGroup(LiveActorGroup* liveActorGroup, Scene* scene, const ActorInitInfo& actorInfo, s32 resourceType, const char* key, const char* name)

void al::initPlacementByStageInfoSingle(const StageInfo* stageInfo, const char* key, const ActorInitInfo& actorInfo)

bool al::tryGetPlacementInfo(PlacementInfo* outPlacementInfo, const StageInfo* stageInfo, const char* key)

void al::getPlacementInfo(PlacementInfo* outPlacementInfo, const StageInfo* stageInfo, const char* key)

void al::getPlacementInfoAndCount(PlacementInfo* outPlacementInfo, s32* outCount, const StageInfo* stageInfo, const char* key)

void al::initAreaObjDirector(Scene* scene, const AreaObjFactory* factory)

void al::initDemoDirector(Scene* scene, DemoDirector* demoDirector)

void al::initItemDirector(Scene* scene, ItemDirectorBase* itemDirector)

void al::initSwitchAreaDirector(Scene* scene, s32 maxSwitchOnArea, s32 maxSwitchKeepOnArea)

void al::registerSwitchOnAreaGroup(Scene* scene, SwitchOnAreaGroup* switchOnAreaGroup)

void al::initGraphicsSystemInfo(Scene* scene, const char* name, s32 index)

void al::initCameraDirectorImpl(Scene* scene, const CameraPoserFactory* cameraPoserFactory)

void al::initCameraDirector(Scene* scene, const char* name, s32 index, const CameraPoserFactory* cameraPoserFactory)

void al::initCameraDirectorFix(Scene* scene, const sead::Vector3f& pos, const sead::Vector3f& lookAtPos, const CameraPoserFactory* cameraPoserFactory)

void al::setCameraAspect(Scene* scene, f32 aspectA, f32 aspectB)

void al::startCameraSnapShotMode(Scene* scene, bool useInterpole)

void al::setCameraStickSensitivityLevel(Scene* scene, s32 sensitivityLevel)

bool al::isValidCameraGyro(const Scene* scene)

void al::setCameraGyroSensitivityLevel(Scene* scene, s32 sensitivityLevel)

void al::startCameraPause(PauseCameraCtrl* pauseCameraCtrl)

void al::endCameraPause(PauseCameraCtrl* pauseCameraCtrl)

void al::initAudioDirector2D(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo)

void al::initAudioDirector3D(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo)

void al::initAudioDirector3D(Scene* scene, const SceneInitInfo& sceneInfo, AudioDirectorInitInfo& audioDirectorInfo, const sead::LookAtCamera* lookAtCamera, const Projection* projection, AreaObjDirector* areaObjDirector)

void al::initSceneAudioKeeper(Scene* scene, const SceneInitInfo& sceneInfo, const char* name)

void al::updateKit(Scene* scene)

void al::updateKitTable(Scene* scene, const char* name)

void al::updateKitList(Scene* scene, const char* listName, const char* name)

void al::updateKitList(Scene* scene, const char* name)

void al::drawKit(const Scene* scene, const char* name)

void al::drawKitList(const Scene* scene, const char* listName, const char* name)

void al::drawLayoutKit(const Scene* scene, const char* name)

void al::drawEffectDeferred(const Scene* scene, s32 index)

void al::startForwardPlayerScreenFader(const Scene* scene, s32 a, s32 b, f32 c)

bool al::isStopScene(const Scene* scene)

bool al::isOffDrawScreenCover(const Scene* scene)

const char* al::getActiveDemoName(const Scene* scene)

void al::updateDemoActor(const Scene* scene)

void al::stopAllSe(const Scene* scene, u32 index)

void al::initPadRumble(const Scene* scene, const SceneInitInfo& sceneInfo)

void al::stopPadRumble(const Scene* scene)

void al::pausePadRumble(const Scene* scene)

void al::endPausePadRumble(const Scene* scene)

void al::setPadRumblePowerLevel(Scene* scene, s32 powerLevel)

bool al::tryRequestPreLoadFile(const Scene* scene, const SceneInitInfo& sceneInfo, s32 index, sead::Heap* heap)

void al::initCameraDirector(Scene* scene, const CameraPoserFactory* cameraPoserFactory)

void al::startSeWithParam(const IUseAudioKeeper*, const sead::SafeString&, f32, const char*)

bool al::tryStartSeWithParam(const IUseAudioKeeper*, const sead::SafeString&, f32, const char*)

void al::holdSeWithParam(const IUseAudioKeeper*, const sead::SafeString&, f32, const char*)

bool al::tryHoldSeWithParam(const IUseAudioKeeper*, const sead::SafeString&, f32, const char*)

void al::startSeWithMeInfo(const IUseAudioKeeper*, const sead::SafeString&, const MeInfo*)

void al::holdSeWithMeInfo(const IUseAudioKeeper*, const sead::SafeString&, const MeInfo*)

void al::startSeWithManualControl(const IUseAudioKeeper*, const sead::SafeString&, const SePlayParamList*, const char*, const sead::Vector3f*)

bool al::tryStartSeWithManualControl(const IUseAudioKeeper*, const sead::SafeString&, const SePlayParamList*, const char*, const sead::Vector3f*)

void al::holdSeWithManualControl(const IUseAudioKeeper*, const sead::SafeString&, const SePlayParamList*, const char*, const sead::Vector3f*)

bool al::tryHoldSeWithManualControl(const IUseAudioKeeper*, const sead::SafeString&, const SePlayParamList*, const char*, const sead::Vector3f*)

void al::stopSe(const IUseAudioKeeper*, const sead::SafeString&, s32, const char*)

void al::stopSeWithoutFreezed(const IUseAudioKeeper*, const sead::SafeString&, s32, const char*)

bool al::tryStopSe(const IUseAudioKeeper*, const sead::SafeString&, s32, const char*)

void al::tryStopAllSeFromUser(const IUseAudioKeeper*, s32, const char*)

void al::stopAllSeFromUser(const IUseAudioKeeper*, s32, const char*)

bool al::isPlayingAnySe(const IUseAudioKeeper*, const char*)

bool al::checkIsPlayingSe(const IUseAudioKeeper*, const sead::SafeString&, const char*)

void al::setLifeTimeForHoldCall(const IUseAudioKeeper*, const char*, s32, const char*)

void al::setSeEmitterPosePosPtr(const IUseAudioKeeper*, const sead::Vector3f*, const char*)

void al::setSeModifier(const IUseAudioKeeper*, ISeModifier*)

void al::setSeUserSyncParamPtr(const IUseAudioKeeper*, const f32*, const char*)

void al::setSeUserSyncParamPtrInt(const IUseAudioKeeper*, const s32*, const char*)

void al::setSeOutputFromController(SePlayParamList*, s32, bool)

void al::setSeOutputTvDrcRemoteAll(SePlayParamList*)

bool al::isExistShadowMask(LiveActor* actor, const char* maskName)

void al::showShadowMask(LiveActor* actor, ShadowMaskBase* mask)

void al::showShadowMask(LiveActor* actor, const char* maskName)

void al::hideShadowMask(LiveActor* actor, ShadowMaskBase* mask)

void al::hideShadowMask(LiveActor* actor, const char* maskName)

bool al::isHideShadowMask(LiveActor* actor, const char* maskName)

void al::showDepthShadowMap(const LiveActor* actor, DepthShadowMapInfo* map)

void al::showDepthShadowMap(LiveActor* actor, const char* mapName)

void al::hideDepthShadowMap(const LiveActor* actor, DepthShadowMapInfo* map)

void al::hideDepthShadowMap(LiveActor* actor, const char* mapName)

bool al::isHideDepthShadowMap(LiveActor* actor, const char* mapName)

void al::validateShadowMask(LiveActor* actor, ShadowMaskBase* mask)

void al::validateShadowMask(LiveActor* actor, const char* maskName)

void al::invalidateShadowMask(LiveActor* actor, ShadowMaskBase* mask)

void al::invalidateShadowMask(LiveActor* actor, const char* maskName)

void al::validateDepthShadowMap(LiveActor* actor, DepthShadowMapInfo* map)

void al::validateDepthShadowMap(LiveActor* actor, const char* mapName)

void al::invalidateDepthShadowMap(LiveActor* actor, DepthShadowMapInfo* map)

void al::invalidateDepthShadowMap(LiveActor* actor, const char* mapName)

void al::setShadowMaskFixed(LiveActor* actor, bool isFixed)

void al::setShadowMaskDropDir(LiveActor* actor, const sead::Vector3f& dropDir, const char* maskName)

void al::setShadowMaskSize(LiveActor* actor, const char* maskName, const sead::Vector3f& size)

void al::setShadowMaskSize(LiveActor* actor, const char* maskName, f32 sizeX, f32 sizeY, f32 sizeZ)

void al::setShadowTextureOffset(LiveActor* actor, const char* maskName, f32 offsetX, f32 offsetY)

void al::onShadowTextureScroll(LiveActor* actor, const char* maskName)

void al::offShadowTextureScroll(LiveActor* actor, const char* maskName)

void al::calcShadowMaskSize(sead::Vector3f* size, LiveActor* actor, const char* maskName)

f32 al::getShadowMaskDropLength(const LiveActor* actor, const char* maskName)

void al::setShadowMaskDropLength(LiveActor* actor, f32 dropLength, const char* maskName)

void al::setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask, const char* maskName, const sead::Vector3f&)

void al::setShadowMaskDropLengthEvenWithTarget(ShadowMaskBase* targetMask, const ShadowMaskBase* mask, const sead::Vector3f&)

s32 al::getDepthShadowMapWidth(const LiveActor* actor, const char* mapName)

s32 al::getDepthShadowMapHeight(const LiveActor* actor, const char* mapName)

void al::setDepthShadowMapSize(const LiveActor* actor, s32 width, s32 height, const char* mapName)

f32 al::getDepthShadowMapLength(const LiveActor* actor, const char* mapName)

void al::setDepthShadowMapLength(const LiveActor* actor, f32 length, const char* mapName)

void al::setDepthShadowMapLengthFromActorTransFlag(const LiveActor* actor, bool isSetShadowLength, const char* mapName)

void al::setDepthShadowMapBoundingBox(const LiveActor* actor, const sead::Vector3f& boundMin, const sead::Vector3f& boundMax, const char* mapName)

void al::setDepthShadowMapMaskTypeNone(const LiveActor* actor, const char* mapName)

void al::setDepthShadowMapMaskTypeSelf(const LiveActor* actor, const char* mapName)

void al::setEnableDepthShadowMapBottomGradation(const LiveActor* actor, const char* mapName, bool isEnableBottomGradation)

bool al::isEnableDepthShadowMapBottomGradation(const LiveActor* actor, const char* mapName)

void al::setDepthShadowMapBottomGradationLength(const LiveActor* actor, const char* mapName, f32 length)

void al::setShadowMaskColor(const LiveActor* actor, const char* maskName, const sead::Color4f& color)

const sead::Color4f& al::getShadowMaskColor(const LiveActor* actor, const char* maskName)

void al::setShadowMaskIntensity(const LiveActor* actor, const char* maskName, f32 intensity)

f32 al::getShadowMaskIntensity(const LiveActor* actor, const char* maskName)

f32 al::getShadowMaskTextureFixedScale(const LiveActor* actor, const char* maskName)

void al::setShadowMaskTextureFixedScale(const LiveActor* actor, const char* maskName, f32 scale)

const sead::Vector3f& al::getShadowMaskOffset(const LiveActor* actor, const char* maskName)

void al::setShadowMaskOffset(const LiveActor* actor, const sead::Vector3f& offset, const char* maskName)

bool al::isExistOcclusionLightPosPtr(const LiveActor* actor, const char* occSphereName)

void al::setOcclusionLightPosPtr(const LiveActor* actor, const char* occSphereName, const sead::Vector3f* lightPosPtr)

void al::setOcclusionAddOffset(const LiveActor* actor, const char* occSphereName, const sead::Vector3f& offset)

void al::enableOcclusion(const LiveActor* actor, const char* occSphereName)

void al::disableOcclusion(const LiveActor* actor, const char* occSphereName)

bool al::isEnableOcclusion(const LiveActor* actor, const char* occSphereName)

void al::calcSphereDoBoundingInfo(sead::Vector3f*, sead::Vector3f*, f32*, f32*, const LiveActor* actor, const char* occSphereName, f32)

void al::calcOcclusionSpherePos(sead::Vector3f* pos, const LiveActor* actor, const char* occSphereName)

void al::changeOcclusionGroup(const LiveActor* actor, const char* occSphereName, const char* groupName)

OccSphere* al::getOcclusionSphere(const LiveActor* actor, const char* occSphereName)

void al::setOcclusionIgnoreHostHide(const LiveActor* actor, bool isIgnoreHostHide)

bool al::findIsInShade(const LiveActor* actor, const sead::Vector3f& pos)

void al::requestDepthShadowMapLightDir(const LiveActor* actor, const sead::Vector3f& lightDir, const char* mapName)

void al::resetRequestDepthShadowMapLightDir(const LiveActor* actor, const char* mapName)

bool al::isRequestDepthShadowMapLightDir(const LiveActor* actor, const char* mapName)

void al::makeStageDataArchivePath(sead::BufferedSafeString* archivePath, const char* stageName, const char* resourceType)

void al::initStageSwitch(IUseStageSwitch* user, StageSwitchDirector* stageSwitchDirector, const PlacementInfo& placementInfo)

bool al::isValidStageSwitch(const IUseStageSwitch* user, const char* linkName)

bool al::isOnStageSwitch(const IUseStageSwitch* user, const char* linkName)

void al::onStageSwitch(IUseStageSwitch* user, const char* linkName)

void al::offStageSwitch(IUseStageSwitch* user, const char* linkName)

bool al::tryOnStageSwitch(IUseStageSwitch* user, const char* linkName)

bool al::tryOffStageSwitch(IUseStageSwitch* user, const char* linkName)

bool al::isSameStageSwitch(const IUseStageSwitch* user, const IUseStageSwitch* otherUser, const char* linkName)

bool al::listenStageSwitchOn(IUseStageSwitch* user, const char* eventName, const FunctorBase& action)

bool al::listenStageSwitchOff(IUseStageSwitch* user, const char* eventName, const FunctorBase& action)

bool al::listenStageSwitchOnOff(IUseStageSwitch* user, const char* eventName, const FunctorBase& actionOn, const FunctorBase& actionOff)

bool al::listenStageSwitchOnOffKill(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff)

bool al::trySyncStageSwitchOnOffKill(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff)

bool al::listenStageSwitchOnOffStart(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff)

bool al::trySyncStageSwitchOnOff(IUseStageSwitch* user, const FunctorBase& actionOn, const FunctorBase& actionOff)

bool al::tryGetByamlU8(u8* pOut, const ByamlIter& rIter, const char* pKey)

bool al::tryGetByamlU16(u16* pOut, const ByamlIter& rIter, const char* pKey)

bool al::tryGetByamlS16(s16* pOut, const ByamlIter& rIter, const char* pKey)

bool al::tryGetByamlS32(s32* pOut, const ByamlIter& rIter, const char* pKey)

bool al::tryGetByamlU32(u32* pOut, const ByamlIter& rIter, const char* pKey)

bool al::tryGetByamlS64(s64* pOut, const ByamlIter& rIter, const char* pKey)

bool al::tryGetByamlU64(u64* pOut, const ByamlIter& rIter, const char* pKey)

bool al::tryGetByamlF32(f32* pOut, const ByamlIter& rIter, const char* pKey)

bool al::tryGetByamlV2f(sead::Vector2f* pOut, const ByamlIter& rIter)

bool al::tryGetByamlV3f(sead::Vector3f* pOut, const ByamlIter& rIter)

bool al::tryGetByamlV4f(sead::Vector4f* pOut, const ByamlIter& rIter)

bool al::tryGetByamlV3f(sead::Vector3f* pOut, const ByamlIter& sIter, const char* key)

bool al::tryGetByamlV2f(sead::Vector2f* pOut, const ByamlIter& sIter, const char* key)

bool al::tryGetByamlV4f(sead::Vector4f* pOut, const ByamlIter& sIter, const char* key)

bool al::tryGetByamlScale(sead::Vector3f* pOut, const ByamlIter& sIter, const char* key)

bool al::tryGetByamlV2s32(sead::Vector2i* pOut, const ByamlIter& sIter, const char* key)

bool al::tryGetByamlV3s32(sead::Vector3i* pOut, const ByamlIter& sIter, const char* key)

bool al::tryGetByamlBox3f(sead::BoundBox3f* pOut, const ByamlIter& sIter, const char* key)

bool al::tryGetByamlString(const char** pOut, const ByamlIter& rIter, const char* key)

bool al::tryGetByamlColor(sead::Color4f* pOut, const ByamlIter& rIter)

bool al::tryGetByamlColor(sead::Color4f* pOut, const ByamlIter& sIter, const char* key)

bool al::tryGetByamlBool(bool* pOut, const ByamlIter& rIter, const char* key)

const char* al::tryGetByamlKeyStringOrNULL(const ByamlIter& rIter, const char* key)

s32 al::tryGetByamlKeyIntOrZero(const ByamlIter& rIter, const char* key)

u32 al::tryGetByamlKeyU32OrZero(const ByamlIter& rIter, const char* key)

f32 al::tryGetByamlKeyFloatOrZero(const ByamlIter& rIter, const char* key)

bool al::tryGetByamlKeyBoolOrFalse(const ByamlIter& rIter, const char* key)

bool al::tryGetByamlIterByKey(ByamlIter* pOut, const ByamlIter& rIter, const char* key)

bool al::tryGetByamlKeyAndIntByIndex(const char** key, s32* pOut, const ByamlIter& rIter, s32 index)

const char* al::getByamlKeyString(const ByamlIter& rIter, const char* key)

s32 al::getByamlKeyInt(const ByamlIter& rIter, const char* key)

f32 al::getByamlKeyFloat(const ByamlIter& rIter, const char* key)

bool al::getByamlKeyBool(const ByamlIter& rIter, const char* key)

void al::getByamlIterByKey(ByamlIter* pOut, const ByamlIter& rIter, const char* pKey)

void al::getByamlIterByIndex(ByamlIter* pOut, const ByamlIter& rIter, s32 index)

bool al::isTypeBoolByIndex(const ByamlIter& rIter, s32 index)

bool al::isTypeBoolByKey(const ByamlIter& rIter, const char* pKey)

bool al::isTypeIntByIndex(const ByamlIter& rIter, s32 index)

bool al::isTypeIntByKey(const ByamlIter& rIter, const char* pKey)

bool al::isTypeFloatByIndex(const ByamlIter& rIter, s32 index)

bool al::isTypeFloatByKey(const ByamlIter& rIter, const char* pKey)

bool al::isTypeStringByIndex(const ByamlIter& rIter, s32 index)

bool al::isTypeStringByKey(const ByamlIter& rIter, const char* pKey)

bool al::isTypeArrayByIndex(const ByamlIter& rIter, s32 index)

bool al::isTypeArrayByKey(const ByamlIter& rIter, const char* pKey)

bool al::isTypeHashByIndex(const ByamlIter& rIter, s32 index)

bool al::isTypeHashByKey(const ByamlIter& rIter, const char* pKey)

void al::printByamlIter(const u8* data)

void al::printByamlIter(const ByamlIter& iter)

void al::printByamlIter_(const ByamlIter& iter, PrintParams* param)

template<ByamlDataType T>
bool al::isTypeByIndex(const ByamlIter& rIter, s32 index)

template<ByamlDataType T>
bool al::isTypeByKey(const ByamlIter& rIter, const char* key)

al::SEAD_ENUM(YamlParamType, Invalid, Bool, F32, S32, U32, V2f, V2s32, V3f, V4f, Q4f, C4f, StringRef, String32, String64, String128, String256, String512, String1024, String2048, String4096)

char* al::add(const char* string, sead::TList<const char*>& list)

u32 al::getFileList(sead::FixedSafeString<256> out[], s32 outSize, const char* path, bool isPathValidconst sead::DirectoryEntry &, const char *, const char* suffix)

static bool al::isDirectoryValid(const sead::DirectoryEntry& entry, const char* suffix)

static bool al::isFileValid(const sead::DirectoryEntry& entry, const char* suffix)

void al::calcCurrentKeyQT(sead::Quatf* outQuat, sead::Vector3f* outTrans, const RollingCubePoseKeeper* keeper, const sead::Quatf& quat, const sead::Vector3f& trans, f32 rate)

void al::calcRollingCubeClippingInfo(sead::Vector3f* clippingTrans, f32* clippingRadius, const RollingCubePoseKeeper* keeper, f32 offset)

void al::executeUpdateList(LiveActorKit*, const char*, const char*)

void al::executeDrawList(const LiveActorKit*, const char*, const char*)

Variable documentation

const char* al::str2

const char const char* al::groupName

const char const char const char* al::areaName