rs namespace
Namespaces
- namespace prepo
Typedefs
- using break_judge_function_t = bool(*)(const al::SensorMsg*)
Functions
-
void resetHelpAmiiboState(const al::
IUseSceneObjHolder* objHolder) -
auto isHelpAmiiboMode(const al::
IUseSceneObjHolder* objHolder) -> bool -
auto tryCreateEnemyCap(al::
LiveActor* actor, const al:: ActorInitInfo& info) -> EnemyCap* -
auto tryCreateEnemyCap(al::
LiveActor* actor, const al:: ActorInitInfo& info, const char* archiveName) -> EnemyCap* -
auto tryCreateEnemyCapSuffix(al::
LiveActor* actor, const al:: ActorInitInfo& info, const char* archiveName, const char* suffix) -> EnemyCap* -
auto tryStartEnemyCapBlowDown(EnemyCap* cap,
const al::
HitSensor* sensor) -> bool - auto tryStartEnemyCapBlowDown(EnemyCap* cap) -> bool
- auto tryAppearEnemyCap(EnemyCap* cap) -> bool
- auto isOnEnemyCap(EnemyCap* cap) -> bool
-
auto createCoinCollectHolder(const al::
IUseSceneObjHolder* objHolder) -> CoinCollectHolder* -
auto createCoinCollectWatcher(const al::
IUseSceneObjHolder* objHolder) -> CoinCollectWatcher* -
void setKidsModeLayoutDisable(const al::
IUseSceneObjHolder* user) -
void setKidsModeLayoutEnable(const al::
IUseSceneObjHolder* user) -
auto isKidsModeLayoutDisable(const al::
IUseSceneObjHolder* user) -> bool -
void calcTransOnMap(sead::
Vector2f*, const sead:: Vector3f&, const sead:: Matrix44f&, const sead:: Vector2f&, f32, f32) -
auto tryCalcMapNorthDir(sead::
Vector3f*, const al:: IUseSceneObjHolder*) -> bool -
auto getMapViewProjMtx(const al::
IUseSceneObjHolder*) -> const sead:: Matrix44f& -
auto getMapProjMtx(const al::
IUseSceneObjHolder*) -> const sead:: Matrix44f& -
void appearMapWithHint(const al::
IUseSceneObjHolder*) -
void addAmiiboHintToMap(const al::
IUseSceneObjHolder*) -
void appearMapWithAmiiboHint(const al::
IUseSceneObjHolder*) -
void appearMapMoonRockDemo(const al::
IUseSceneObjHolder*, s32) -
void endMap(const al::
IUseSceneObjHolder*) -
auto isEndMap(const al::
IUseSceneObjHolder*) -> bool -
auto isEnableCheckpointWarp(const al::
IUseSceneObjHolder*) -> bool -
auto tryShowCapMsgCollectCoinGetFirst(const al::
IUseSceneObjHolder*) -> bool -
void validateGlideBirdOnPlayerNose(const al::
LiveActor* player) -
void invalidateGlideBirdOnPlayerNose(const al::
LiveActor* player) -
void validateGlideBirdOnSitDownPlayerHead(const al::
LiveActor* player) -
void invalidateGlideBirdOnSitDownPlayerHead(const al::
LiveActor* player) - auto isPlayerSitDownChair(const Bird* bird) -> bool
-
auto isGuardNosePainCap(const al::
LiveActor*) -> bool -
auto isSeparatePlay(const al::
IUseSceneObjHolder*) -> bool -
void calcGuidePos(sead::
Vector3f*, const al:: LiveActor*) -
void setRouteHeadGuidePosPtr(const al::
IUseSceneObjHolder*, const sead:: Vector3f*) -
void resetRouteHeadGuidePosPtr(const al::
IUseSceneObjHolder*) -
void requestShowHtmlViewer(const al::
IUseSceneObjHolder*) -
auto getActiveQuestNum(const al::
IUseSceneObjHolder*) -> s32 -
auto getActiveQuestNo(const al::
IUseSceneObjHolder*) -> s32 -
auto getActiveQuestLabel(const al::
IUseSceneObjHolder*) -> const char* -
void tryStartRaceStage(al::
Scene*, GameDataHolder*) -
auto updateNormalState(al::
Scene*) -> bool -
void updateEffectSystemEnv(al::
Scene*) -
auto updateNormalStateExcludeGraphics(al::
Scene*) -> bool -
auto updateBirdCarryMeat(al::
Scene*) -> bool -
void updateKitListExcludePlayer(al::
Scene*) -
void updateKitListExcludeCamera(al::
Scene*) -
void updateKitListExcludeCameraDemoChangeWorld(al::
Scene*) -
void updateKitListPlayerGroupNormal(al::
Scene*) -
void updateKitListDemoPlayerNoPauseEffect(al::
Scene*) -
void updateKitListDemoPlayerWithPauseEffect(al::
Scene*) -
void updateKitListDemoPlayerWithPauseEffectAndCalcAtEndClip(al::
Scene*) -
void updateKitListDemoNormalNoPauseEffect(al::
Scene*) -
void updateKitListDemoNormalWithPauseEffect(al::
Scene*) -
void updateKitListDemoCapWorldOpeninglWithPauseEffect(al::
Scene*) -
void updateKitListLayout(al::
Scene*) -
void updateKitListPostNoViewRenderer(al::
Scene*) -
void updateKitListLayoutIgnorePause(al::
Scene*) -
void updateKitListLayoutOnlyLayoutScene(al::
Scene*) -
void updateKitListPostWithPauseNormalEffectAndPlayerEffect(al::
Scene*) -
void updateKitListPostSnapShot(al::
Scene*) -
void setScenarioName(al::
LayoutActor*, const al:: Scene*) -
void startTalkMsgTimeBalloonLayout(const al::
Scene*) -
void endPlayTalkMsgTimeBalloonLayout(const al::
Scene*) -
void endForceTalkMsgTimeBalloonLayout(const al::
Scene*) -
void changeDemoCommonProc(al::
Scene*, ProjectItemDirector*) -
void endDemoCommonProc(al::
Scene*, ProjectItemDirector*) -
void endDemoNormalShineGet(al::
Scene*, ProjectItemDirector*) -
auto tryOpenMap(al::
IUseNerve*, const al:: Scene*, const MapLayout*, const al:: Nerve*) -> bool -
auto tryChangeNextStage(GameDataHolder*,
al::
Scene*) -> bool -
auto getPlayerActor(const al::
Scene*) -> al:: LiveActor* -
void registerGraphicsPreset(const al::
Scene*, const char*, const char*, const char*, bool) -
void requestGraphicsPreset(const al::
Scene*, const char*, const sead:: Vector3f&) -
void requestGraphicsCubeMap(const al::
Scene*, const char*, const char*) -
void requestGraphicsPresetAndCubeMap(const al::
Scene*, const char*, const char*, const char*) -
void requestGraphicsPresetAndCubeMap(const al::
Scene*, const char*, const char*, const char*, const sead:: Vector3f&) -
void requestGraphicsPresetAndCubeMapFixedAngle(const al::
Scene*, const char*, const char*, const char*) -
void registerGraphicsPresetWorldMap(const al::
Scene*) -
void registerGraphicsPresetShop(const al::
Scene*) -
void registerGraphicsPresetMoonGet(const al::
Scene*) -
void registerGraphicsPresetCloset(const al::
Scene*) -
void registerGraphicsPresetPause(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapWorldMap(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapShop(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapShopNoFixedAngle(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapMoonGet(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapMoonGetNoFixedAngle(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapCloset(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapClosetNoFixedAngle(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapPause(const al::
Scene*) -
void requestGraphicsPresetAndCubeMapPauseNoFixedAngle(const al::
Scene*) -
void calcQuatPoseCheckpointWarpCap(sead::
Quatf*, const sead:: Vector3f&, const al:: IUseCamera*) -
auto getDemoDirector(const al::
Scene*) -> ProjectDemoDirector* -
auto getDemoShineActor(const al::
Scene*) -> Shine* -
auto isExistDemoShine(const al::
Scene*) -> bool -
void setSceneStatusBossBattle(const al::
LiveActor* actor) -
void setSceneStatusBossBattleEnd(const al::
LiveActor* actor) -
void setSceneStatusBossBattleEndForPlayerAnim(const al::
LiveActor* actor) - auto isSceneStatusBossBattle(GameDataHolderAccessor accessor) -> bool
-
auto isSceneStatusBossBattleForPlayerAnim(const al::
LiveActor* actor) -> bool - auto isSceneStatusInvalidSave(GameDataHolderAccessor accessor) -> bool
- void setSceneStatusInvalidSave(GameDataHolderAccessor accessor)
- auto isInvalidSaveStage(const char* stageName) -> bool
-
auto isWipeOpenEnd(const al::
LiveActor* actor) -> bool - void endWipeOpen(const GameDataHolder* holder)
- void startWipeOpen(const GameDataHolder* holder)
-
auto isShopStatusBuyItem(const al::
LiveActor* actor) -> bool -
auto isShopStatusBuyShine(const al::
LiveActor* actor) -> bool -
auto isShopStatusBuyShineMany(const al::
LiveActor* actor) -> bool -
auto isShopStatusBuyMaxLifeUpItem(const al::
LiveActor* actor) -> bool -
void setShopStatusBuyShine(const al::
LiveActor* actor) -
void setShopStatusBuyShineMany(const al::
LiveActor* actor) -
void setShopStatusBuyMaxLifeUpItem(const al::
LiveActor* actor) -
void setShopStatusNone(const al::
LiveActor* actor) -
auto getGameConfigData(const al::
LayoutActor*) -> GameConfigData* -
void saveGameConfigData(const al::
LayoutActor*) -
void applyGameConfigData(al::
Scene*, const GameConfigData*) -
auto isUseOpenListAdditionalButton(const al::
IUseSceneObjHolder*) -> bool -
auto createSaveObjInfoWriteSaveData(const al::
ActorInitInfo& actorInitInfo) -> SaveObjInfo* -
auto createSaveObjInfoWriteSaveData(const al::
ActorInitInfo& actorInitInfo, const al:: PlacementInfo& placementInfo) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameWorld(const al::
ActorInitInfo& actorInitInfo) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameWorld(const al::
ActorInitInfo& actorInitInfo, const al:: PlacementInfo& placementInfo) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameWorldResetMiniGame(const al::
ActorInitInfo& actorInitInfo) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameWorldResetMiniGame(const al::
ActorInitInfo& actorInitInfo, const al:: PlacementInfo& placementInfo) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameScenario(const al::
ActorInitInfo& actorInitInfo) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameScenario(const al::
ActorInitInfo& actorInitInfo, const al:: PlacementInfo& placementInfo) -> SaveObjInfo* -
auto createSaveObjInfoWriteSaveData(const al::
ActorInitInfo& actorInitInfo, const al:: PlacementId* placementId) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameWorld(const al::
ActorInitInfo& actorInitInfo, const al:: PlacementId* placementId) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameWorldResetMiniGame(const al::
ActorInitInfo& actorInitInfo, const al:: PlacementId* placementId) -> SaveObjInfo* -
auto createSaveObjInfoNoWriteSaveDataInSameScenario(const al::
ActorInitInfo& actorInitInfo, const al:: PlacementId* placementId) -> SaveObjInfo* - void onSaveObjInfo(SaveObjInfo* saveObjInfo)
- void offSaveObjInfo(SaveObjInfo* saveObjInfo)
- auto isOnSaveObjInfo(const SaveObjInfo* saveObjInfo) -> bool
-
void setGrowFlowerTime(const al::
LiveActor* actor, const al:: PlacementId*, const al:: PlacementId*, u64 time) -
void setGrowFlowerTime(const al::
LiveActor* actor, const al:: PlacementId*, u64 time) -
auto getGrowFlowerTime(const al::
LiveActor* actor, const al:: PlacementId*) -> u64 -
auto isUsedGrowFlowerSeed(const al::
LiveActor* actor, const al:: PlacementId*) -> bool -
void addGrowFlowerGrowLevel(const al::
LiveActor* actor, const al:: PlacementId*, u32 growLevel) -
auto getGrowFlowerGrowLevel(const al::
LiveActor* actor, const al:: PlacementId*) -> u32 -
auto findGrowFlowerPotIdFromSeedId(const al::
LiveActor* actor, const al:: PlacementId*) -> const char* -
auto isPlayFirstTimeBalloon(const al::
LiveActor* actor) -> bool -
void playTimeBalloonFirst(const al::
LiveActor* actor) -
void onShortExplainGet(const al::
LiveActor* actor) -
void onShortExplainSet(const al::
LiveActor* actor) -
auto isShortExplainGet(const al::
LiveActor* actor) -> bool -
auto isShortExplainSet(const al::
LiveActor* actor) -> bool -
void onReactedLuigiCostume(const al::
LiveActor* actor) -
auto isReactedLuigiCostume(const al::
LiveActor* actor) -> bool -
auto getPlayerRank(const al::
LiveActor* actor) -> s32 - auto getPlayerRank(GameDataHolderAccessor accessor) -> s32
-
void setPlayerRank(const al::
LiveActor* actor, s32 rank) - void setPlayerRank(GameDataHolderAccessor accessor, s32 rank)
-
auto getPrincipalId(const al::
LiveActor* actor) -> u64 -
void setPrincipalId(const al::
LiveActor* actor, u64 principalId) - auto isAnswerCorrectSphinxQuiz(GameDataHolderAccessor accessor, const char* worldName) -> bool
-
void answerCorrectSphinxQuiz(const al::
LiveActor* actor) - auto isAnswerCorrectSphinxQuizAll(GameDataHolderAccessor accessor, const char* worldName) -> bool
-
void answerCorrectSphinxQuizAll(const al::
LiveActor* actor) - auto isTalkAlreadyLocalLanguage(const NpcEventDirector* npcEventDirector) -> bool
-
void talkLocalLanguage(const al::
LiveActor* actor) -
auto getLocalLanguageName(const al::
LiveActor* actor) -> const char* - auto getLocalLanguageName(const NpcEventDirector* npcEventDirector) -> const char*
-
auto isOnFlagKinopioBrigadeNpcFirstTalk(const al::
LiveActor* actor) -> bool -
void onFlagKinopioBrigadeNpcFirstTalk(const al::
LiveActor* actor) -
auto isOnFlagHintNpcFirstTalk(const al::
LiveActor* actor) -> bool -
void onFlagHintNpcFirstTalk(const al::
LiveActor* actor) -
void playScenarioStartCamera(const al::
LiveActor* actor, const QuestInfo* questInfo) -
void playScenarioStartCamera(const al::
LiveActor* actor, s32 idx) - void setExistKoopaShip(const KoopaShip* koopaShip)
- void resetExistKoopaShip(const KoopaShip* koopaShip)
- auto isExistKoopaShip(const ShineTowerRocket* shineTowerRocket) -> bool
- auto isExistKoopaShipInSky(const ShineTowerRocket* shineTowerRocket) -> bool
-
auto tryUnlockShineName(const al::
LiveActor* actor, s32 shineIdx) -> bool -
void calcShineIndexTableNameAvailable(s32*,
s32*,
const al::
LiveActor* actor) -
void calcShineIndexTableNameUnlockable(s32*,
s32*,
const al::
LiveActor* actor) - auto calcWorldIdByWorldWarpHole(const WorldWarpHole* worldWarpHole, const char* changeStageId) -> s32
- auto checkIsOpenWorldWarpHoleCurrentScenario(const WorldWarpHole* worldWarpHole) -> bool
-
auto isKidsMode(const al::
LiveActor* actor) -> bool -
auto isKidsMode(const al::
LayoutActor* layout) -> bool -
auto isKidsMode(const al::
Scene* scene) -> bool -
auto isKidsMode(const al::
IUseSceneObjHolder* user) -> bool - auto isKidsMode(const GameDataHolder* holder) -> bool
-
auto isEnableCapMessageLifeOneKidsMode(const al::
LiveActor* actor) -> bool -
void disableCapMessageLifeOneKidsMode(const al::
LiveActor* actor) -
auto isInvalidChangeStage(const al::
LiveActor* actor) -> bool -
auto isSequenceTimeBalloonOrRace(const al::
LiveActor* actor) -> bool -
auto isTreasureBoxDeadStage(const al::
LiveActor* actor) -> bool -
void findRaceRecord(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
LiveActor* actor, const char* raceName) -
void findRaceRecord(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
Scene* actor, const char* raceName) -
void findRaceRecordRaceManRace(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
Scene* scene) -
void findRaceRecordRaceManRace(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
LiveActor* actor) -
void findRaceRecordRaceManRaceWithWorldId(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
Scene* scene, s32 worldId) -
void findRaceRecordRaceManRaceWithWorldId(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
LiveActor* actor, s32 worldId) -
void findRaceRecordRadicon(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
Scene* scene) -
void findRaceRecordRadicon(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
LiveActor* actor) -
void findRaceRecordYukimaru(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
Scene* scene, s32 level) -
void findRaceRecordYukimaru(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al::
LiveActor* actor, s32 level) -
void writeRaceRecord(const al::
LiveActor* actor, const char* raceName, s32 record, s32, s32 lapRecord) -
void writeRaceRecord(const al::
Scene* scene, const char* raceName, s32 record, s32, s32 lapRecord) -
auto getJumpingRopeBestCount(const al::
LiveActor* actor) -> s32 -
auto getJumpingRopeBestCount(const al::
Scene* scene) -> s32 -
void setJumpingRopeBestCount(const al::
LiveActor* actor, s32 count) -
void setJumpingRopeBestCount(const al::
Scene* scene, s32 count) -
auto getJumpingRopeDayCount(const al::
LiveActor* actor) -> s32 -
void setJumpingRopeDayCount(const al::
LiveActor* actor, s32 count) -
void setJumpingRopeUpdateScoreFlag(const al::
LiveActor* actor) -
auto isExistRecordJumpingRope(const al::
LiveActor* actor) -> bool -
auto isExistRecordJumpingRope(const al::
Scene* scene) -> bool -
auto isExistRecordInDayJumpingRope(const al::
LayoutActor* layout) -> bool -
auto getVolleyballBestCount(const al::
LiveActor* actor) -> s32 -
auto getVolleyballBestCount(const al::
Scene* scene) -> s32 -
void setVolleyballBestCount(const al::
LiveActor* actor, s32 count) -
void setVolleyballBestCount(const al::
Scene* scene, s32 count) -
auto getVolleyballDayCount(const al::
LiveActor* actor) -> s32 -
void setVolleyballDayCount(const al::
LiveActor* actor, s32 count) -
void setVolleyballUpdateScoreFlag(const al::
LiveActor* actor) -
auto isExistRecordVolleyball(const al::
LiveActor* actor) -> bool -
auto isExistRecordVolleyball(const al::
Scene* scene) -> bool -
auto isExistRecordInDayVolleyball(const al::
LayoutActor* layout) -> bool -
void writeRaceRecordRaceManRace(const al::
LiveActor* actor, s32 record) -
auto isTalkFirstAmiiboNpc(const al::
LiveActor* actor) -> bool -
void offFlagTalkFirstAmiiboNpc(const al::
LiveActor* actor) - auto checkGetShineForWorldTravelingPeach(GameDataHolderAccessor accessor, const char* worldName) -> bool
-
auto checkEnableAppearMoonWorldTravelingPeach(const al::
LiveActor* actor) -> bool -
auto isStartWorldTravelingPeach(const al::
LiveActor* actor) -> bool -
void startWorldTravelingPeach(const al::
LiveActor* actor) -
auto checkGetEnoughShine(const al::
LiveActor* actor, s32 count) -> bool -
auto checkGetEnoughShineInCurrentWorld(const al::
LiveActor* actor) -> bool -
void setFlagOnStartKoopaCapture(const al::
LiveActor* actor) -
auto isStartKoopaCapture(const al::
LiveActor* actor) -> bool -
auto isAlreadyTalkPrevWorldInWorldWarp(const al::
LiveActor* actor, s32) -> bool -
auto isAlreadyTalkNextWorldInWorldWarp(const al::
LiveActor* actor, s32) -> bool -
void setAlreadyTalkPrevWorldInWorldWarp(const al::
LiveActor* actor, s32) -
void setAlreadyTalkNextWorldInWorldWarp(const al::
LiveActor* actor, s32) -
auto checkNeedTalkPrevWorld(const al::
LiveActor* actor) -> bool -
auto getTipsIdInWorldWarp(const al::
LiveActor* actor) -> s32 -
void addTipsIdInWorldWarp(const al::
LiveActor* actor) -
void setTalkSpecialInWorldWarp(const al::
LiveActor* actor, bool, bool) -
auto isTalkFindKoopaInWorldWarp(const al::
LiveActor* actor) -> bool -
auto isTalkBossRaidInWorldWarp(const al::
LiveActor* actor) -> bool -
auto isClearMainScenario(const al::
LiveActor* actor, s32 worldId) -> bool - auto checkAlreadyVisitStage(const GameDataHolder* holder, const char* stageName) -> bool
- void visitStage(const GameDataHolder* holder, const char* stageName)
-
auto isSequenceGoToNextWorld(const al::
IUseSceneObjHolder* user) -> bool -
auto isSequenceCollectShineBeforeGameClear(const al::
IUseSceneObjHolder* user) -> bool -
auto isSequenceCollectShineForRepairHome(const al::
IUseSceneObjHolder* user) -> bool -
auto isSequenceCollectShine(const al::
IUseSceneObjHolder* user) -> bool -
auto isSequenceGoToMoonRock(const al::
IUseSceneObjHolder* user) -> bool -
auto isEnableExplainShopCoin(const al::
LiveActor* actor) -> bool -
void explainShopCoin(const al::
LiveActor* actor) -
auto checkShowNewItemAndPrepareSave(const al::
LiveActor* actor) -> bool -
auto isInNormalCoinShopFirst(const al::
LiveActor* actor) -> bool -
void offInNormalCoinShopFirst(const al::
LiveActor* actor) -
auto checkExistNewShopItem(const al::
LiveActor* actor, s32, s32, bool) -> bool -
auto getCapMessageBossData(const al::
LiveActor* actor) -> CapMessageBossData* - void getYoshiFruit(SaveObjInfo* saveObjInfo)
- auto isGetYoshiFruit(const SaveObjInfo* saveObjInfo) -> bool
-
auto isTalkKakku(const al::
LiveActor* actor) -> bool -
void talkKakku(const al::
LiveActor* actor) -
auto isTalkWorldTravelingPeach(const al::
LiveActor* actor) -> bool -
void talkWorldTravelingPeach(const al::
LiveActor* actor) -
auto isTalkCollectBgmNpc(const al::
LiveActor* actor) -> bool -
void talkCollectBgmNpc(const al::
LiveActor* actor) -
auto getTokimekiMayorNpcFavorabilityRating(const al::
LiveActor* actor) -> s32 -
void setTokimekiMayorNpcFavorabilityRating(const al::
LiveActor* actor, s32 rating) -
auto tryFindCoinStackSave(s32*,
const al::
LiveActor* actor, const al:: PlacementId*) -> bool -
void saveCoinStack(const al::
LiveActor* actor, const al:: PlacementId*, s32) -
auto isCollectedBgmCityWorldCelemony(const al::
LiveActor* actor) -> bool -
auto isCollectedBgmCityWorldCelemony2D(const al::
LiveActor* actor) -> bool - auto calcGetShineNumCollectedBgm(GameDataHolderAccessor accessor) -> s32
-
auto checkGetShineCollectedBgmAll(const al::
LiveActor* actor) -> bool -
auto checkSavedHintPhoto(const al::
LiveActor* actor, const char* name) -> bool -
void saveHintPhoto(const al::
LiveActor* actor, const char* name) - auto isRideSphinx(GameDataHolderAccessor accessor) -> bool
-
void rideSphinx(const al::
LiveActor* actor) - auto isRideMotorcycle(GameDataHolderAccessor accessor) -> bool
-
void rideMotorcycle(const al::
LiveActor* actor) -
void setShowInformationPoleGrab(const al::
IUseSceneObjHolder* user) -
auto isNeedShowInformationPoleGrab(const al::
IUseSceneObjHolder* user) -> bool -
void setShowInformationPoleClimb(const al::
IUseSceneObjHolder* user) -
auto isNeedShowInformationPoleClimb(const al::
IUseSceneObjHolder* user) -> bool -
void setShowInformationPoleClimbTop(const al::
IUseSceneObjHolder* user) -
auto isNeedShowInformationPoleClimbTop(const al::
IUseSceneObjHolder* user) -> bool -
auto isNeedConfirmNetworkFirst(const al::
IUseSceneObjHolder* user) -> bool -
void saveConfirmNetworkFirst(const al::
IUseSceneObjHolder* user) -
auto findMapData(al::
IUseSceneObjHolder*, s32) -> MapData* -
auto getAchievementName(const al::
IUseMessageSystem* user, const char* label) -> const char16* -
auto getAchievementName(const al::
LayoutActor* layout, s32 achievementIdx) -> const char16* -
auto getAchievementHint(const al::
IUseMessageSystem* user, const char* label) -> const char16* -
auto getAchievementHint(const al::
LayoutActor* layout, s32 achievementIdx) -> const char16* -
auto getAchievementHolder(const al::
LayoutActor* layout) -> AchievementHolder* - void unlockAchievementShineName(GameDataHolderAccessor accessor)
- auto isUnlockAchievementShineName(GameDataHolderAccessor accessor) -> bool
- auto checkGetAchievement(GameDataHolderAccessor accessor, const char* label) -> bool
-
auto checkGetAchievement(const al::
LayoutActor* layout, s32 achievementIdx) -> bool -
auto findAchievementGetTime(const al::
LayoutActor* layout, s32 achievementIdx) -> sead:: DateTime -
auto findAchievementGetTime(const al::
LayoutActor* layout, const char* label) -> sead:: DateTime -
auto findAchievementTrans(const al::
LayoutActor* layout, s32 achievementIdx) -> sead:: Vector3f* -
auto getAchievementNum(const al::
LayoutActor* layout) -> s32 - auto calcReceivedAchievementNum(const GameDataHolder* holder) -> s32
- auto getTotalCoinNum(const GameDataHolder* holder) -> s32
- auto calcWorldWarpHoleThroughNum(const GameDataHolder* holder) -> s32
- auto getWorldWarpHoleThroughNumMax(const GameDataHolder* holder) -> s32
- auto calcGetCheckpointNum(const GameDataHolder* holder) -> s32
- auto calcBuyItemNumForCoinCollectByWorld(const GameDataHolder* holder) -> s32
- auto calcClearWorldNum(const GameDataHolder* holder) -> s32
-
void addPlayerJumpCount(const al::
LiveActor* actor) - auto getPlayerJumpCount(const GameDataHolder* holder) -> s32
-
void addPlayerThrowCapCount(const al::
LiveActor* actor) - auto getPlayerThrowCapCount(const GameDataHolder* holder) -> s32
-
auto checkGetCoinCollectAllInWorld(const al::
LiveActor* actor, s32 worldId) -> bool - auto checkGetCoinCollectHalfInWorld(const AchievementNpc* achievementNpc, s32 worldId) -> bool
- auto checkGetShineAllInWorld(const AchievementNpc* achievementNpc, s32 worldId) -> bool
- auto checkGetClothAndCapNum(const AchievementNpc* achievementNpc, s32 num) -> bool
- auto checkUnlockMoonRockAllWorld(GameDataHolderAccessor accessor) -> bool
- auto calcUnlockMoonRockNum(GameDataHolderAccessor accessor) -> s32
- auto calcHackObjNum(GameDataHolderAccessor accessor) -> s32
- auto calcSphinxQuizCompleteNum(GameDataHolderAccessor accessor) -> s32
- auto calcGetShineNumDot(const GameDataHolder* holder) -> s32
- auto calcGetShineNumTreasureBox(const GameDataHolder* holder) -> s32
- auto calcGetShineNumNoteObj(const GameDataHolder* holder) -> s32
- auto calcGetShineNumTimerAthletic(const GameDataHolder* holder) -> s32
- auto calcGetShineNumKinopioBrigade(const GameDataHolder* holder) -> s32
- auto calcGetShineNumWorldTravelingPeach(const GameDataHolder* holder) -> s32
- auto calcGetShineNumCollectAnimal(const GameDataHolder* holder) -> s32
- auto calcAllShineNumCollectAnimal(const GameDataHolder* holder) -> s32
- auto calcGetShineNumKuriboGirl(const GameDataHolder* holder) -> s32
- auto calcGetShineNumJugemFish(const GameDataHolder* holder) -> s32
- auto calcGetShineNumGrowPlant(const GameDataHolder* holder) -> s32
- auto calcGetShineNumRabbit(const GameDataHolder* holder) -> s32
- auto calcGetShineNumDigPoint(const GameDataHolder* holder) -> s32
- auto calcGetShineNumCapHanger(const GameDataHolder* holder) -> s32
- auto calcGetShineNumBird(const GameDataHolder* holder) -> s32
- auto calcGetShineNumCostumeRoom(const GameDataHolder* holder) -> s32
- auto calcGetShineNumSlot(const GameDataHolder* holder) -> s32
- auto calcGetShineNumRace(const GameDataHolder* holder) -> s32
- auto calcGetShineNumFigureWalking(const GameDataHolder* holder) -> s32
- auto calcGetShineNumHideAndSeekCapMan(const GameDataHolder* holder) -> s32
- auto calcAllShineNumHideAndSeekCapMan(const GameDataHolder* holder) -> s32
- auto calcGetShineNumCollectBgmNpc(const GameDataHolder* holder) -> s32
- auto calcAllShineNumCollectBgmNpc(const GameDataHolder* holder) -> s32
- auto calcGetShineNumHintPhoto(const GameDataHolder* holder) -> s32
-
auto createDimensionKeeper(const al::
LiveActor* actor) -> ActorDimensionKeeper* - auto is2D(const IUseDimension* dimension) -> bool
- auto is3D(const IUseDimension* dimension) -> bool
- auto isChange2D(const IUseDimension* dimension) -> bool
- auto isChange3D(const IUseDimension* dimension) -> bool
- auto isIn2DArea(const IUseDimension* dimension) -> bool
- void updateDimensionKeeper(ActorDimensionKeeper* keeper)
- auto getSpecialPurposeName2DOnly() -> const char*
-
void createAndSetFilter2DOnly(al::
LiveActor* actor) - auto createCollisionPartsFilter2DOnly() -> al::CollisionPartsFilterOnlySpecialPurpose*
-
void snap2D(al::
LiveActor* actor, const IUseDimension* dimension, f32 unk_distance) -
void snap2DGravity(al::
LiveActor* actor, const IUseDimension* dimension, f32 unk_distance) -
void snap2DParallelizeFront(al::
LiveActor*, const IUseDimension*, f32) - void calcSearchAmiiboBit(s32* gameId, s32* characterId, s32* characterVariant, s32 characterIdS32)
-
auto createCharacterIdS32(const al::
NfpCharacterId& characterId) -> s32 -
auto isEnableUseStageSceneAmiibo(const al::
NfpInfo& nfpInfo) -> bool -
auto isExistAmiiboMstxtData(const al::
IUseMessageSystem* user, const al:: NfpInfo& nfpInfo) -> bool -
auto getAmiiboMstxtLabel(bool*,
const al::
IUseMessageSystem* user, s32, s32, s32) -> al:: StringTmp<64> -
void tryFindAmiiboCostumeItemInfo(ShopItem::
ItemInfo**, ShopItem:: ItemInfo**, const al:: NfpCharacterId& characterId, s32, al:: IUseSceneObjHolder* user) -
void resetHelpAmiibo(const al::
IUseSceneObjHolder* user) -
auto getSearchAmiiboData(const al::
IUseSceneObjHolder* user) -> SearchAmiiboDataTable* -
void appearCoinCollectHintEffect(const al::
IUseSceneObjHolder* user) -
void killCoinCollectHintEffect(const al::
IUseSceneObjHolder* user) -
auto tryFind2DAreaObj(const al::
IUseAreaObj* user, const sead:: Vector3f& trans) -> al:: AreaObj* -
auto tryFind2DAreaObj(const al::
LiveActor* actor, sead:: Vector3f*, sead:: Vector3f*) -> al:: AreaObj* -
void calc2DAreaLockDir(sead::
Vector3f* lockDir, const al:: AreaObj* area, const sead:: Vector3f& trans) -
void get2DAreaPos(sead::
Vector3f* pos, const al:: AreaObj* area) -
auto isIn2DArea(const al::
LiveActor* actor, sead:: Vector3f*, sead:: Vector3f*) -> bool -
auto isInChangeStage(const al::
LiveActor* actor, const sead:: Vector3f* trans) -> bool -
auto isInWarpArea(const al::
LiveActor* actor) -> bool -
auto isInLowGravityArea(const al::
LiveActor* actor) -> bool -
auto isInItemVanishArea(const al::
LiveActor* actor) -> bool -
auto tryFindStageMapAreaAndGetPlayerPoint(sead::
Vector3f* playerPoint, const al:: IUseAreaObj* user, const sead:: Vector3f& trans) -> bool -
auto calcFindWaterAreaSurfaceNoWaveByArrow(const al::
LiveActor* actor, sead:: Vector3f*, sead:: Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto isPushOut2DAreaOpposite(const al::
AreaObj* area) -> bool -
auto isFaceTo2DAreaPushOutDir(const al::
AreaObj* area) -> bool -
void calc2DAreaFreeDir(sead::
Vector3f* freeDir, const al:: AreaObj* area, const sead:: Vector3f& trans) -
auto calc2DAreaGravity(sead::
Vector3f* gravity, const al:: AreaObj* area, const sead:: Vector3f& trans) -> bool -
auto calc2DAreaSnapPower(sead::
Vector3f*, f32* snapPower, const al:: AreaObj* area, const sead:: Vector3f& trans) -> bool -
auto calc2DAreaDistanceGravity(sead::
Vector3f*, const al:: AreaObj* area, const sead:: Vector3f& trans) -> bool -
auto get2DAreaSurfaceDistance(const al::
AreaObj* area) -> f32 -
auto calc2DAreaSnapPowerSurfaceDistance(sead::
Vector3f*, f32* snapPower, const al:: AreaObj* area, const sead:: Vector3f& trans, f32 surfaceDistance) -> bool -
auto calcExtForceAreaVelocity(sead::
Vector3f*, const al:: IUseAreaObj* user, const sead:: Vector3f& trans, const sead:: Vector3f&, const sead:: Vector3f& velocity) -> bool -
auto tryFindRecoveryTargetPosArea(bool* isNoCollideGround,
sead::
Vector3f* targetPos, sead:: Vector3f* targetRotate, const al:: AreaObj** area, const al:: IUseAreaObj* user, const sead:: Vector3f& trans) -> bool -
auto tryFindForceRecoveryArea(sead::
Vector3f* targetPos, sead:: Vector3f* targetRotate, const al:: AreaObj** area, const al:: IUseAreaObj* user, const sead:: Vector3f& trans) -> bool -
auto getBreakJudgeFunction(const char* name) -> break_
judge_ function_ t -
auto isEnableStartSubjectiveCamera(const al::
LiveActor* actor) -> bool -
auto initFollowLimitCamera(const al::
IUseCamera* user, const al:: ActorInitInfo& actorInitInfo, const char*) -> al:: CameraTicket* -
auto initParallel2DCamera(const al::
IUseCamera* user, const al:: ActorInitInfo& actorInitInfo, const char*) -> al:: CameraTicket* -
void invalidateFollowLimitCameraAutoResetLowAngleV(al::
CameraTicket* ticket) -
void updateCameraPosFromDistanceAndAngleHV(sead::
Vector3f* newPos, const sead:: Vector3f& cameraPos, f32 distance, f32 angleY, f32 angleH) -
auto isPreCameraFollowOrParallel(const al::
CameraStartInfo& cameraStartInfo) -> bool -
auto initGetMoonCamera(const al::
IUseCamera* user, const al:: LiveActor* moon, const al:: ActorInitInfo& actorInitInfo, const char* name, sead:: Vector3f*, sead:: Vector3f*, sead:: Vector3f*, sead:: LookAtCamera* lookAtCamera) -> al:: CameraTicket* -
auto initWarpCheckpointCamera(const al::
IUseCamera* user, const al:: LiveActor* checkpoint, const al:: ActorInitInfo& actorInitInfo, const char* name, sead:: Vector3f*, sead:: Vector3f*, sead:: Vector3f*) -> al:: CameraTicket* -
auto requestSetCameraAngleV(const al::
LiveActor* actor, f32 requestAngleV, s32 poseUpdaterIdx) -> bool -
auto requestResetCameraPosition(const al::
LiveActor* actor, s32 poseUpdaterIdx) -> bool -
auto requestResetCameraAngleV(const al::
LiveActor* actor, s32 poseUpdaterIdx) -> bool -
auto requestDownToDefaultCameraAngleBySpeed(const al::
LiveActor* actor, f32 requestAngleSpeed, s32 poseUpdaterIdx) -> bool -
auto requestUpToTargetCameraAngleBySpeed(const al::
LiveActor* actor, f32 targetAngleV, f32 requestAngleSpeed, s32 poseUpdaterIdx) -> bool -
auto requestMoveDownCameraAngleV(const al::
LiveActor* actor, s32 poseUpdaterIdx) -> bool -
auto requestRiseCameraAngleByPlayerCollideJumpCode(const al::
LiveActor* actor) -> bool -
auto requestCameraTurnToFront(const al::
LiveActor* actor, f32, f32, s32 poseUpdaterIdx) -> bool -
auto requestCameraTurnToFront(const al::
LiveActor* actor, const sead:: Vector3f& trans, f32, f32, s32 poseUpdaterIdx) -> bool -
void setEquipmentCameraDistanceCurve(al::
LiveActor* actor, const al::CameraDistanceCurve* curve) -
void resetEquipmentCameraDistanceCurve(al::
LiveActor* actor) -
void setBossCameraDistanceCurve(al::
LiveActor* actor, const al::CameraDistanceCurve* curve) -
void resetBossCameraDistanceCurve(al::
LiveActor* actor) -
void setKoopaShellCameraDistanceCurve(al::
LiveActor* actor) -
void resetKoopaShellCameraDistanceCurve(al::
LiveActor* actor) -
void setTRexPatrolCameraDistanceCurve(al::
LiveActor* actor) -
void resetTRexPatrolCameraDistanceCurve(al::
LiveActor* actor) -
void buyItemInShopItemList(const al::
IUseSceneObjHolder* user, s32 itemIdx) -
auto isBuyItemInShopItemList(const al::
IUseSceneObjHolder* user, s32 itemIdx) -> bool -
void buyItem(const al::
IUseSceneObjHolder* user, const ShopItem:: ItemInfo* itemInfo) -
void buyItemAll(const al::
IUseSceneObjHolder* user) -
auto isBuyItem(GameDataHolderAccessor accessor,
const ShopItem::
ItemInfo* itemInfo) -> bool - auto isHaveCloth(GameDataHolderAccessor accessor, const char* name) -> bool
- auto isHaveCap(GameDataHolderAccessor accessor, const char* name) -> bool
- auto isHaveSticker(GameDataHolderAccessor accessor, const char* name) -> bool
- auto isHaveGift(GameDataHolderAccessor accessor, const char* name) -> bool
-
auto getClothList(GameDataHolderAccessor accessor) -> const sead::
PtrArray<ShopItem:: ItemInfo>& - auto getClothListSize(GameDataHolderAccessor accessor) -> s32
- auto isHaveCloth(GameDataHolderAccessor accessor, s32 clothIdx) -> bool
- auto isHaveClothByFileId(GameDataHolderAccessor accessor, const char* clothName, s32 fileId) -> bool
- auto calcHaveClothNum(GameDataHolderAccessor accessor) -> s32
-
void buyCloth(const al::
IUseSceneObjHolder* user, const char* clothName) -
auto getCapList(GameDataHolderAccessor accessor) -> const sead::
PtrArray<ShopItem:: ItemInfo>& - auto getCapListSize(GameDataHolderAccessor accessor) -> s32
- auto isHaveCap(GameDataHolderAccessor accessor, s32 capIdx) -> bool
- auto isHaveCapByFileId(GameDataHolderAccessor accessor, const char* capName, s32 fileId) -> bool
-
auto isCompleteClothCap(const al::
IUseSceneObjHolder* user) -> bool -
auto isCompleteCloth(const al::
IUseSceneObjHolder* user) -> bool -
auto isCompleteCap(const al::
IUseSceneObjHolder* user) -> bool -
auto isCompleteCloth(const al::
IUseSceneObjHolder* user, s32 fileId) -> bool -
auto isCompleteCap(const al::
IUseSceneObjHolder* user, s32 fileId) -> bool - auto calcHaveCapNum(GameDataHolderAccessor accessor) -> s32
-
void buyCap(const al::
IUseSceneObjHolder* user, const char* capName) -
auto getGiftList(GameDataHolderAccessor accessor) -> const sead::
PtrArray<ShopItem:: ItemInfo>& - auto getGiftListSize(GameDataHolderAccessor accessor) -> s32
- auto isHaveGift(GameDataHolderAccessor accessor, s32 giftIdx) -> bool
- auto calcHaveGiftNum(GameDataHolderAccessor accessor) -> s32
- auto checkCompleteGift(GameDataHolderAccessor accessor, s32 fileId) -> bool
-
auto getStickerList(GameDataHolderAccessor accessor) -> const sead::
PtrArray<ShopItem:: ItemInfo>& - auto getStickerListSize(GameDataHolderAccessor accessor) -> s32
- auto isHaveSticker(GameDataHolderAccessor accessor, s32 fileId) -> bool
- auto calcHaveStickerNum(GameDataHolderAccessor accessor) -> s32
- auto checkCompleteSticker(GameDataHolderAccessor accessor, s32 fileId) -> bool
- auto getTestClothesName() -> const char*
- auto getTestCapName() -> const char*
- auto getTestGiftName() -> const char*
- auto getTestStickerName() -> const char*
- auto getTestItemName() -> const char*
- auto getTestShineName() -> const char*
-
auto getMsTextName(const ShopItem::
ItemType& itemType) -> const char* -
auto getDisplayName(const al::
IUseMessageSystem* user, const ShopItem:: ItemInfo& itemInfo) -> const char16* -
auto isTypeWear(const ShopItem::
ShopItemInfo* itemInfo) -> bool -
auto createDemoPeachWedding(const al::
ActorInitInfo&) -> al:: LiveActor* -
auto createDemoCapManHeroine(const al::
ActorInitInfo&) -> al:: LiveActor* -
auto isRandomActionDemoChangeWorld(const al::
LiveActor*, const char*) -> bool -
auto tryGetDemoChangeWorldRandomActionName(sead::
BufferedSafeString*, s32*, const al:: LiveActor*, const char*) -> bool -
auto requestStartDemoNormal(al::
LiveActor*, bool) -> bool -
void addDemoActor(al::
LiveActor*, bool) -
void requestEndDemoNormal(const al::
LiveActor*) -
auto requestStartDemoNormal(const al::
Scene*) -> bool -
void requestEndDemoNormal(const al::
Scene*) -
auto requestStartDemoNormalWithCinemaFrame(al::
LiveActor*) -> bool -
void requestEndDemoNormalWithCinemaFrame(const al::
LiveActor*) -
auto requestStartDemoWithPlayer(al::
LiveActor*, bool) -> bool -
void requestEndDemoWithPlayer(const al::
LiveActor*) -
auto requestStartDemoWithPlayer(const al::
Scene*) -> bool -
void requestEndDemoWithPlayer(const al::
Scene*) -
auto requestStartDemoWithPlayerCinemaFrame(al::
LiveActor*, bool) -> bool -
void requestEndDemoWithPlayerCinemaFrame(const al::
LiveActor*) -
auto requestStartDemoWithPlayerKeepCarry(al::
LiveActor*, bool) -> bool -
void requestEndDemoWithPlayerKeepCarry(const al::
LiveActor*) -
auto requestStartDemoWithPlayerUseCoin(al::
LiveActor*, bool) -> bool -
void requestEndDemoWithPlayerUseCoin(const al::
LiveActor*) -
auto requestStartDemoWithPlayerKeepBindTalk(al::
LiveActor*, bool) -> bool -
void requestEndDemoWithPlayerKeepBindTalk(const al::
LiveActor*) -
auto requestStartDemoKeepHackTalk(al::
LiveActor*, bool) -> bool -
void requestEndDemoKeepHackTalk(const al::
LiveActor*) -
auto requestStartDemoWithPlayerCinemaFrameTalk(al::
LiveActor*, bool) -> bool -
void requestEndDemoWithPlayerCinemaFrameTalk(const al::
LiveActor*) -
auto requestStartDemoWithPlayerKeepCarryTalk(al::
LiveActor*, bool) -> bool -
void requestEndDemoWithPlayerKeepCarryTalk(const al::
LiveActor*) -
auto requestStartDemoWithPlayerUseCoinTalk(al::
LiveActor*, bool) -> bool -
void requestEndDemoWithPlayerUseCoinTalk(const al::
LiveActor*) -
auto requestStartDemoNormalTalk(al::
LiveActor*, bool) -> bool -
void requestEndDemoNormalTalk(const al::
LiveActor*) -
auto requestStartDemoWarpToCheckpoint(const al::
Scene*) -> bool -
auto requestStartDemoBossBattleStart(al::
LiveActor*) -> bool -
void requestEndDemoBossBattleStart(const al::
LiveActor*) -
auto requestStartDemoBossBattleEnd(al::
LiveActor*) -> bool -
void requestEndDemoBossBattleEnd(const al::
LiveActor*) - auto requestStartDemoShineGet(Shine*) -> bool
-
auto requestStartDemoAchievementShineGet(al::
Scene*) -> bool -
void endDemoShineGet(al::
Scene*) -
void requestEndDemoShineGet(const al::
Scene*) -
void requestEndDemoShineGet(const al::
LiveActor*) - auto requestStartDemoShineDotGet(Shine*) -> bool
-
void requestEndDemoShineDotGet(const al::
Scene*) - auto requestStartDemoShineMainGet(Shine*) -> bool
-
void setDemoInfoDemoName(const al::
LiveActor*, const char*) -
void requestEndDemoShineMainGet(const al::
LiveActor*) -
void requestEndDemoShineMainGet(const al::
Scene*) - auto requestStartDemoShineGrandGet(Shine*) -> bool
-
void requestEndDemoShineGrandGet(const al::
LiveActor*) -
void requestEndDemoShineGrandGet(const al::
Scene*) -
auto requestStartDemoShineAppear(al::
LiveActor*) -> bool -
void requestEndDemoShineAppear(const al::
LiveActor*) -
auto requestStartDemoShineAppear(const al::
Scene*) -> bool -
void requestEndDemoShineAppear(const al::
Scene*) -
auto requestStartDemoWarp(al::
LiveActor*) -> bool -
auto requestStartDemoWarp(const al::
Scene*) -> bool -
void requestEndDemoWarp(const al::
LiveActor*) -
void requestEndDemoWarp(const al::
Scene*) -
auto requestStartDemoHackStart(al::
LiveActor*) -> bool -
void requestEndDemoHackStart(const al::
LiveActor*) -
auto requestStartDemoAppearByBazookaElectric(al::
LiveActor*) -> bool -
void requestEndDemoAppearByBazookaElectric(const al::
LiveActor*) -
auto requestStartDemoLaunchBazookaElectric(al::
LiveActor*) -> bool -
void requestEndDemoLaunchBazookaElectric(const al::
LiveActor*) -
auto requestStartDemoSceneStartPlayerWalk(al::
LiveActor*) -> bool -
void requestEndDemoSceneStartPlayerWalk(const al::
LiveActor*) -
auto requestStartDemoGetLifeMaxUpItem(al::
LiveActor*) -> bool -
void requestEndDemoGetLifeMaxUpItem(const al::
Scene*) -
auto requestStartDemoBirdCarryMeat(al::
LiveActor*) -> bool -
void requestEndDemoBirdCarryMeat(const al::
LiveActor*) -
auto requestStartDemoBirdFindMeat(al::
LiveActor*) -> bool -
void requestEndDemoBirdFindMeat(const al::
LiveActor*) -
auto requestStartDemoGetTimeBalloon(al::
LiveActor*) -> bool -
void requestEndDemoGetTimeBalloon(const al::
LiveActor*) -
auto requestStartDemoJango(al::
LiveActor*) -> bool -
void requestEndDemoJango(const al::
LiveActor*) -
auto requestStartDemoTitleLogo(const al::
LiveActor*) -> bool -
auto requestStartDemoGoToEnding(al::
LiveActor*) -> bool -
auto isActiveDemo(const al::
LiveActor*) -> bool -
auto isActiveDemo(const al::
Scene*) -> bool -
auto isActiveDemoNormal(const al::
Scene*) -> bool -
auto isActiveDemoNormalWithCinemaFrame(const al::
Scene*) -> bool -
auto isActiveDemoWithPlayer(const al::
Scene*) -> bool -
auto isActiveDemoWithPlayer(const al::
LiveActor*) -> bool -
auto isActiveDemoWithPlayerCinemaFrame(const al::
Scene*) -> bool -
auto isActiveDemoWithPlayerCinemaFrame(const al::
LiveActor*) -> bool -
auto isActiveDemoWithPlayerKeepCarry(const al::
Scene*) -> bool -
auto isActiveDemoWithPlayerKeepCarry(const al::
LiveActor*) -> bool -
auto isActiveDemoWithPlayerUseCoin(const al::
Scene*) -> bool -
auto isActiveDemoWithPlayerUseCoin(const al::
LiveActor*) -> bool -
auto isActiveDemoWithPlayerKeepBindTalk(const al::
Scene*) -> bool -
auto isActiveDemoWithPlayerKeepBindTalk(const al::
LiveActor*) -> bool -
auto isActiveDemoWarpToCheckpoint(const al::
LiveActor*) -> bool -
auto isActiveDemoShineGet(const al::
Scene*) -> bool -
auto isActiveDemoShineGet(const al::
LiveActor*) -> bool -
auto isActiveDemoShineDotGet(const al::
Scene*) -> bool -
auto isActiveDemoShineDotGet(const al::
LiveActor*) -> bool -
auto isActiveDemoShineGrandGet(const al::
Scene*) -> bool -
auto isActiveDemoShineGrandGet(const al::
LiveActor*) -> bool -
auto isActiveDemoShineMainGet(const al::
Scene*) -> bool -
auto isActiveDemoShineMainGet(const al::
LiveActor*) -> bool -
auto isActiveDemoWarp(const al::
Scene*) -> bool -
auto isActiveDemoWarp(const al::
LiveActor*) -> bool -
auto isActiveDemoHackStart(const al::
LiveActor*) -> bool -
auto isActiveDemoHackStart(const al::
Scene*) -> bool -
auto isActiveDemoHackStartFirst(const al::
Scene*) -> bool -
auto isEqualDemoInfoDemoName(const al::
Scene*, const char*) -> bool -
auto isActiveDemoScenarioCamera(const al::
LiveActor*) -> bool -
auto isActiveDemoGetLifeMaxUpItem(const al::
Scene*) -> bool -
auto isActiveDemoSceneStartPlayerWalk(const al::
Scene*) -> bool -
auto isActiveDemoBirdCarryMeat(const al::
Scene*) -> bool -
auto isActiveDemoBirdFindMeat(const al::
Scene*) -> bool -
auto isActiveDemoJango(const al::
Scene*) -> bool -
auto isActiveDemoJango(const al::
LiveActor*) -> bool -
auto isActiveDemoTitleLogo(const al::
Scene*) -> bool -
auto isActiveDemoGoToEnding(const al::
Scene*) -> bool -
auto isActiveDemoTalk(const al::
Scene*) -> bool -
auto isActiveDemoCinemaFrameTalk(const al::
Scene*) -> bool -
auto isActiveDemoKeepCarryTalk(const al::
Scene*) -> bool -
auto isActiveDemoUseCoinTalk(const al::
Scene*) -> bool -
auto isActiveDemoKeepHackTalk(const al::
Scene*) -> bool -
auto isActiveDemoNormalTalk(const al::
Scene*) -> bool -
auto isActiveDemoLaunchBazookaElectric(const al::
Scene*) -> bool -
auto isActiveDemoGiantWanderBossBattleStart(const al::
Scene*) -> bool - auto isActiveDemoGiantWanderBossBattleStart(const OceanWaveActor*) -> bool
-
auto isActiveDemoPlayerPuppetable(const al::
LiveActor*) -> bool -
void addDemoSubActor(al::
LiveActor*) - void registerShineTowerRocketToDemoDirector(ShineTowerRocket*)
-
auto tryGetShineTowerRocketFromDemoDirector(al::
LiveActor*) -> ShineTowerRocket* - void addDemoAppearFromHomeToList(ShineTowerRocket*)
- void addDemoReturnToHomeToList(ShineTowerRocket*)
- void addDemoRiseMapPartsToList(RiseMapPartsHolder*)
-
auto requestStartDemoWorldIntroCamera(const al::
Scene*) -> bool -
void requestEndDemoWorldIntroCamera(const al::
Scene*) -
auto requestStartDemoScenarioCamera(const al::
Scene*) -> bool -
void requestEndDemoScenarioCamera(const al::
LiveActor*) -
auto requestStartDemoAppearFromHome(const al::
Scene*) -> bool -
void requestEndDemoAppearFromHome(const al::
LiveActor*) -
auto requestStartDemoReturnToHome(const al::
Scene*) -> bool -
void requestEndDemoReturnToHome(const al::
LiveActor*) -
auto requestStartDemoRiseMapParts(const al::
Scene*) -> bool -
void requestEndDemoRiseMapParts(const al::
LiveActor*) -
auto requestStartDemoPeachCastleCap(al::
LiveActor*) -> bool -
void requestEndDemoPeachCastleCap(const al::
LiveActor*) -
auto isExistDemoAppearFromHomeInList(const al::
Scene*) -> bool -
auto isExistDemoReturnToHome(const al::
Scene*) -> bool -
auto isExistDemoRiseMapPartsInList(const al::
Scene*) -> bool -
auto getRequestActor(const al::
Scene*) -> al:: LiveActor* -
void requestValidateDemoSkip(IUseDemoSkip*,
const al::
LiveActor*) -
auto getDemoSkipRequester(const al::
Scene*) -> IUseDemoSkip* -
auto isDemoEnableSkip(const al::
Scene*) -> bool -
auto isFirstDemo(const al::
Scene*) -> bool -
auto isEnableSkipDemo(const al::
Scene*) -> bool -
void skipDemo(const al::
Scene*) -
void updateOnlyDemoGraphics(const al::
Scene*) -
auto isFirstDemoWorldIntroCamera(const al::
Scene*) -> bool -
auto isFirstDemoScenarioStartCamera(const al::
LiveActor*) -> bool -
void noticeDemoSkipStart(const al::
Scene*) -
void noticeDemoSkipEnd(const al::
Scene*) -
auto isWaitDemoSkipEnd(const al::
LiveActor*) -> bool - auto createCaptionInfoHolder(const char*) -> CaptionInfoHolder*
-
void validateDemoCaption(const al::
LiveActor*, CaptionInfoHolder*) -
auto isActiveDemoWithCinemaCaption(const al::
Scene*) -> bool -
auto tryAppearCinemaCaption(const al::
Scene*, CinemaCaption*) -> bool -
void startCloseDemoFade(const al::
LiveActor*, s32) -
void startOpenDemoFade(const al::
LiveActor*, s32) -
auto isDemoFadeCloseEnd(const al::
LiveActor*) -> bool -
auto isDemoFadeOpenEnd(const al::
LiveActor*) -> bool -
auto isDemoFadeWipeStateEnableOpenMenuOrSnapShotMode(const al::
Scene*) -> bool -
auto tryCreateDemoHackFirstDirector(al::
LiveActor*, s32, const al:: ActorInitInfo&) -> DemoHackFirstDirector* -
void noticeDemoStartToDemoHackFirstDirector(const al::
Scene*) - void setBossBarrierField(BarrierField*)
-
auto tryGetBossBarrierField(const al::
LiveActor*) -> BarrierField* -
void setDemoEnvironmentChangeFlag(const al::
Scene*, bool) -
void setDemoEnvironmentChangeFlag(const al::
LiveActor*, bool) -
auto isDemoEnvironmentChange(const al::
Scene*) -> bool -
auto isDemoEnvironmentChange(const al::
LiveActor*) -> bool -
auto getRandomActionIndexDemoChangeWorld(const al::
LiveActor*) -> s32 -
void setDemoInfoDemoName(const al::
Scene*, const char*) -
void getDemoInfoDemoName(const al::
LiveActor*) -
auto isTriggerDemoCancel(const al::
IUseSceneObjHolder*) -> bool -
void updateDemoSystemOnly(const al::
Scene*) -
void notifyDisableUpdateCamera(const al::
LiveActor*) -
auto isDisableUpdateCamera(const al::
Scene*) -> bool -
auto createCapTargetInfo(al::
LiveActor*, const char*) -> CapTargetInfo* -
auto createCapTargetInfoWithPlayerCollider(al::
LiveActor*, IUsePlayerCollision*, const char*) -> CapTargetInfo* -
auto createCapTargetInfoHackMapParts(al::
LiveActor*) -> CapTargetInfo* -
auto createCapTargetInfoLockOnOnlyNoArchive(al::
LiveActor*, const sead:: Matrix34f*) -> CapTargetInfo* -
void requestLockOnCapHitReaction(const al::
LiveActor*, const CapTargetInfo*, const char*) -
auto startHack(al::
HitSensor*, al:: HitSensor*, al:: LiveActor*) -> IUsePlayerHack* - void endHack(IUsePlayerHack**)
-
void endHackDir(IUsePlayerHack**,
const sead::
Vector3f&) -
void endHackTargetQuat(IUsePlayerHack**,
const sead::
Quatf&, const sead:: Vector3f&) -
void endHackFromTargetPos(IUsePlayerHack**,
const sead::
Vector3f&) -
void endHackFromTargetPos(IUsePlayerHack**,
const sead::
Vector3f&, const sead:: Vector3f&) -
void endHackFromTargetPos(IUsePlayerHack**,
const sead::
Vector3f&, const sead:: Quatf&, const sead:: Vector3f&) - void endHackWithDamage(IUsePlayerHack**)
-
void endHackWithDamageAndVelocity(IUsePlayerHack**,
const sead::
Vector3f&) - void endHackEscapeScale(IUsePlayerHack**, f32)
-
void endHackDirEscapeScale(IUsePlayerHack**,
const sead::
Vector3f&, f32) -
void endHackDirEscapeScalePose(IUsePlayerHack**,
const sead::
Quatf&, const sead:: Vector3f&, f32) -
void endHackAirVelocity(IUsePlayerHack**,
const sead::
Vector3f&, const sead:: Quatf&, const sead:: Vector3f&, s32) -
void endHackElectricWireToDestination(IUsePlayerHack**,
const sead::
Vector3f&, const sead:: Vector3f&) -
void endHackFastenerToDestination(IUsePlayerHack**,
const sead::
Vector3f&, const sead:: Vector3f&) -
void endHackBazookaElectricToDestination(IUsePlayerHack**,
const sead::
Vector3f&, const sead:: Vector3f&, const sead:: Quatf&, s32, f32) -
void endHackThrowed(IUsePlayerHack**,
const sead::
Vector3f&) - auto requestDamage(IUsePlayerHack*) -> bool
-
void syncDamageVisibility(al::
LiveActor*, const IUsePlayerHack*) - auto isDamageVisibilityHide(const IUsePlayerHack*) -> bool
-
auto isTouchHackCancelCollisionCode(const al::
LiveActor*, const IUsePlayerCollision*) -> bool -
auto isTouchHackDamageCollisionCode(const al::
LiveActor*, const IUsePlayerCollision*) -> bool -
void updateMaterialCode(al::
LiveActor*, const IUsePlayerCollision*) -
auto startHackStartDemo(IUsePlayerHack*,
al::
LiveActor*) -> IUsePlayerHack* -
auto startHackStartDemoPuppetable(IUsePlayerHack*,
al::
LiveActor*) -> IUsePlayerHack* -
void addHackStartDemoActor(IUsePlayerHack*,
al::
LiveActor*) -
void endHackStartDemo(IUsePlayerHack*,
al::
LiveActor*) -
auto tryEndHackStartDemo(IUsePlayerHack*,
al::
LiveActor*) -> bool - auto isActiveHackStartDemo(const IUsePlayerHack*) -> bool
- auto isHackStartDemoEnterMario(const IUsePlayerHack*) -> bool
-
auto isHackerStopMove(const al::
LiveActor*, const IUsePlayerHack*, f32) -> bool -
auto isHackerStopMoveGround(const al::
LiveActor*, const IUsePlayerHack*, f32, const IUsePlayerCollision*) -> bool -
auto sendMsgHackerNoReaction(const IUsePlayerHack*,
al::
HitSensor*, al:: HitSensor*) -> bool -
auto sendMsgHackerNoReactionWithoutShine(const IUsePlayerHack*,
al::
HitSensor*, al:: HitSensor*) -> bool - auto isMsgHackerDamageAndCancel(const al::SensorMsg*) -> bool
-
auto isMsgEnableMapCheckPointWarpCollidedGround(const al::SensorMsg*,
const al::
LiveActor*) -> bool - auto isMsgEnableMapCheckPointWarpCollidedGround(const al::SensorMsg*, const IUsePlayerCollision*) -> bool
-
auto receiveMsgRequestTransferHack(const al::SensorMsg*,
IUsePlayerHack*,
al::
HitSensor*) -> bool - void hideHackCap(IUsePlayerHack*)
- void showHackCap(IUsePlayerHack*)
- void hideShadowHackCap(IUsePlayerHack*)
- auto isHackCapSeparateFlying(IUsePlayerHack*) -> bool
-
void calcGroundHeightHackerDepthShadowMapLength(al::
LiveActor*, const IUsePlayerHack*, const sead:: Vector3f&, f32, f32) -
void cutGroundHeightHackerDepthShadowMapLength(al::
LiveActor*, const IUsePlayerHack*, const char*, const sead:: Vector3f&, f32, f32) - void checkExistHeightSpaceAboveGround(f32*, const IUsePlayerHack*, f32)
-
void requestRecoverySafetyPoint(IUsePlayerHack*,
const sead::
Vector3f&, const sead:: Vector3f&) -
auto trySnapTransToSnapMoveArea(al::
LiveActor*, bool, const sead:: Vector3f&, f32) -> bool -
void updateHackActorVisibilityBySeparatePlay(al::
LiveActor*, IUsePlayerHack*, const char*, const char*) -
void startReset(al::
LiveActor*) -
void endReset(al::
LiveActor*) -
void calcHackerMoveVec(sead::
Vector3f*, const IUsePlayerHack*, const sead:: Vector3f&) -
auto calcHackerMoveDir(sead::
Vector3f*, const IUsePlayerHack*, const sead:: Vector3f&) -> bool -
void calcHackerWallInputVec(sead::
Vector3f*, sead:: Vector3f*, const IUsePlayerHack*, const sead:: Vector3f&) -
void calcHackerWallInputVec(sead::
Vector3f*, sead:: Vector3f*, const sead:: Vector2f&, const sead:: Vector3f&) - auto getHackMoveStickRaw(const IUsePlayerHack*) -> f32
-
void calcHackerWallInputDir(sead::
Vector3f*, sead:: Vector3f*, const IUsePlayerHack*, const sead:: Vector3f&) -
auto addHackActorAccelStick(al::
LiveActor*, const IUsePlayerHack*, sead:: Vector3f*, f32, const sead:: Vector3f&) -> bool - void calcHackMovePower(const IUsePlayerHack*)
-
void checkHackerMoveDir(const IUsePlayerHack*,
const sead::
Vector3f&, const sead:: Vector3f&, f32) -
void calcHackerTrampleJumpParam(f32*,
f32*,
s32*,
al::
LiveActor*, const IUsePlayerHack*, f32, f32, f32, f32, f32, s32, f32, f32, f32, f32, f32) - auto isOnHackMoveStick(const IUsePlayerHack*) -> bool
- auto isHoldHackJump(const IUsePlayerHack*) -> bool
- auto isOnHackMoveStickDeepDown(const IUsePlayerHack*) -> bool
- auto isOnHackMoveStickGreater(const IUsePlayerHack*, f32) -> bool
- auto isTriggerHackAction(const IUsePlayerHack*) -> bool
- auto isTriggerHackPreInputAction(const IUsePlayerHack*) -> bool
- auto isHoldHackAction(const IUsePlayerHack*) -> bool
- auto isReleaseHackAction(const IUsePlayerHack*) -> bool
- auto isTriggerHackJump(const IUsePlayerHack*) -> bool
- auto isTriggerHackPreInputJump(const IUsePlayerHack*) -> bool
- auto isReleaseHackJump(const IUsePlayerHack*) -> bool
- auto isTriggerHackAnyButton(const IUsePlayerHack*) -> bool
- auto isTriggerHackPreInputAnyButton(const IUsePlayerHack*) -> bool
- auto isHoldHackAnyButton(const IUsePlayerHack*) -> bool
- auto isReleaseHackAnyButton(const IUsePlayerHack*) -> bool
- auto isTriggerHackSeparateJump(const IUsePlayerHack*) -> bool
- auto isHoldHackSeparateJump(const IUsePlayerHack*) -> bool
- void getHackStickRotateSpeed(const IUsePlayerHack*)
- auto isTriggerHackSwing(const IUsePlayerHack*) -> bool
- auto isTriggerHackSwingDirLeft(const IUsePlayerHack*) -> bool
- auto isTriggerHackSwingDirRight(const IUsePlayerHack*) -> bool
- auto isTriggerHackSwingDoubleHand(const IUsePlayerHack*) -> bool
- auto isTriggerHackSwingDoubleHandReverseDir(const IUsePlayerHack*) -> bool
- auto isTriggerHackSwingDoubleHandReverseInsideDir(const IUsePlayerHack*) -> bool
- auto isTriggerHackSwingDoubleHandReverseOutsideDir(const IUsePlayerHack*) -> bool
- void getHackPoseRotZDegreeLeft(const IUsePlayerHack*)
- void getHackPoseRotZDegreeRight(const IUsePlayerHack*)
- auto isTriggerTankCameraReset(const IUsePlayerHack*) -> bool
- auto isTriggerHackSwingLeftHand(const IUsePlayerHack*) -> bool
- auto isTriggerHackSwingRightHand(const IUsePlayerHack*) -> bool
- void getHackSwingThrowDir(const IUsePlayerHack*)
- void getHackSwingLeftHandDir(const IUsePlayerHack*)
- void getHackSwingRightHandDir(const IUsePlayerHack*)
- void getHackSwingVelLeftHand(const IUsePlayerHack*)
- void getHackSwingVelRightHand(const IUsePlayerHack*)
- void getHackCameraStickRaw(const IUsePlayerHack*)
- void getRadiconInputSteeringValue(const IUsePlayerHack*)
- void getRadiconInputThrottleValue(const IUsePlayerHack*)
- auto isTriggerRecorderPlay(const IUsePlayerHack*) -> bool
- auto isTriggerRecorderReverse(const IUsePlayerHack*) -> bool
- auto isHoldRecorderPlay(const IUsePlayerHack*) -> bool
- auto isHoldRecorderReverse(const IUsePlayerHack*) -> bool
- auto isTriggerRecorderJump(const IUsePlayerHack*) -> bool
- auto isTriggerRecorderCancel(const IUsePlayerHack*) -> bool
- void getHackGemyLeftStickRaw()
- void getHackGemyRightStickRaw()
- auto isTriggerGemyResetCamera(const IUsePlayerHack*) -> bool
- auto isTriggerGemyChangeCamera(const IUsePlayerHack*) -> bool
- auto isTriggerSubjectiveCamera(const IUsePlayerHack*) -> bool
- auto isTriggerFlutter(const IUsePlayerHack*, f32) -> bool
- auto isTriggerFukankunZoomOn(const IUsePlayerHack*) -> bool
- auto isTriggerFukankunZoomOff(const IUsePlayerHack*) -> bool
- auto isHoldFukankunZoom(const IUsePlayerHack*) -> bool
-
void getPoleJumpPadPoseMtx(sead::
Matrix33f*) -
void getPoleJumpPadAcceleration(sead::
Vector3f*) - auto isTriggerIceClimberClimbLeft(const IUsePlayerHack*) -> bool
- auto isTriggerIceClimberClimbRight(const IUsePlayerHack*) -> bool
- auto isTriggerIceClimberFall(const IUsePlayerHack*) -> bool
-
auto tryCloseHackTutorial(const al::
IUseSceneObjHolder*) -> bool -
void changeHackTutorialText(const al::
IUseSceneObjHolder*, const char*) -
void resetHackTutorialText(const al::
IUseSceneObjHolder*) -
void tryAppearBindTutorial(const al::
IUseSceneObjHolder*, const BindInfo&) -
auto tryCloseBindTutorial(const al::
IUseSceneObjHolder*) -> bool -
auto tryCloseObjectTutorial(const al::
IUseSceneObjHolder*, const char*) -> bool -
void appearFirstHackTutorialFrog(const al::
IUseSceneObjHolder*) -
void appearFirstHackTutorialKoopa(const al::
IUseSceneObjHolder*) -
auto tryAppearObjectTutorial(const al::
IUseSceneObjHolder*, const char*) -> bool -
auto tryAppearObjectTutorialOpening(const al::
IUseSceneObjHolder*, const char*, const char*) -> bool -
auto tryCloseObjectTutorialOpening(const al::
IUseSceneObjHolder*, const char*) -> bool -
auto tryAppearObjectTutorialHipDrop(const al::
IUseSceneObjHolder*) -> bool -
auto tryCloseObjectTutorialHipDrop(const al::
IUseSceneObjHolder*) -> bool -
auto tryAppearObjectTutorialCapThrow(const al::
IUseSceneObjHolder*) -> bool -
auto tryCloseObjectTutorialCapThrow(const al::
IUseSceneObjHolder*) -> bool -
void tryAppearPlayerGrabPoleTutorial(const al::
IUseSceneObjHolder*) -
void tryClosePlayerGrabPoleTutorial(const al::
IUseSceneObjHolder*) -
void tryAppearPlayerClimbPoleTutorial(const al::
IUseSceneObjHolder*) -
void tryClosePlayerClimbPoleTutorial(const al::
IUseSceneObjHolder*) -
void tryAppearPlayerClimbPoleTopTutorial(const al::
IUseSceneObjHolder*) -
void tryClosePlayerClimbPoleTopTutorial(const al::
IUseSceneObjHolder*) -
void tryAppearKoopaCapTutorial(const al::
IUseSceneObjHolder*) -
void tryAppearKoopaCapTutorialNoMovie(const al::
IUseSceneObjHolder*) -
void tryCloseKoopaCapTutorial(const al::
IUseSceneObjHolder*) -
void changeSeparatePlayTutorial(const al::
IUseSceneObjHolder*) -
void changeSinglePlayTutorial(const al::
IUseSceneObjHolder*) -
void changeEnableCapTutorial(const al::
IUseSceneObjHolder*) -
void changeDisableCapTutorial(const al::
IUseSceneObjHolder*) -
void tryAppearSignboardTutorial(const al::
IUseSceneObjHolder*, const char*) -
auto isExistSignboardTutorialMovie(const al::
IUseSceneObjHolder*, const char*) -> bool -
void tryCloseSignboardTutorial(const al::
IUseSceneObjHolder*) -
void tryAppearAmiiboHelpNpcTutorial(const al::
IUseSceneObjHolder*) -
void tryAppearAmiiboHelpNpcSeparateTutorial(const al::
IUseSceneObjHolder*) -
auto tryAppearPlayerCameraSubjectiveTutorial(const al::
IUseSceneObjHolder*) -> bool -
void tryClosePlayerCameraSubjectiveTutorial(const al::
IUseSceneObjHolder*) -
void appearCapMsgTutorial(const al::
IUseSceneObjHolder*, const char*) -
void closeCapMsgTutorial(const al::
IUseSceneObjHolder*) -
void appearRaceTutorial(const al::
IUseSceneObjHolder*, const char*) -
void killRaceTutorial(const al::
IUseSceneObjHolder*, const char*) -
void appearRaceTutorialTutorial(const al::
IUseSceneObjHolder*) -
auto isShowTutorial(const al::
IUseSceneObjHolder*) -> bool -
auto isShowObjectTutorial(const al::
IUseSceneObjHolder*, const char*) -> bool -
void hideTutorial(const al::
IUseSceneObjHolder*) -
void showTutorial(const al::
IUseSceneObjHolder*) -
void appearTutorialForDemo(const al::
IUseSceneObjHolder*) -
void killTutorial(const al::
IUseSceneObjHolder*) -
void updateGyroText(const al::
IUseSceneObjHolder*) -
auto getItemType(const al::
ActorInitInfo& info) -> ItemType::ValueType - auto getItemTypeFromName(const char* name) -> ItemType::ValueType
- auto getItemType(const char* name) -> ItemType::ValueType
- auto isItemTypeKuriboMini(s32* out, s32 type) -> bool
-
auto tryInitItemAndAddToKeeper(al::
LiveActor* actor, s32 itemType, const al:: ActorInitInfo& info, bool isAppearAbove) -> bool -
void initItemByPlacementInfo(al::
LiveActor* actor, const al:: ActorInitInfo& info, bool isAppearAbove) -
auto tryInitItemByPlacementInfo(al::
LiveActor* actor, const al:: ActorInitInfo& info, bool isAppearAbove) -> bool -
void initItem2DByPlacementInfo(al::
LiveActor* actor, const al:: ActorInitInfo& info) -
auto tryInitItem2DByPlacementInfo(al::
LiveActor* actor, const al:: ActorInitInfo& info) -> bool -
auto tryInitItem(al::
LiveActor* actor, s32 itemType, const al:: ActorInitInfo& info, bool isAppearAbove) -> bool -
auto tryInitShineByPlacementInfoWithItemMenu(const al::
ActorInitInfo& info) -> Shine* -
auto initShineByPlacementInfo(const al::
ActorInitInfo& info) -> Shine* -
auto tryInitLinkShine(const al::
ActorInitInfo& info, const char* name, s32 linkIndex) -> Shine* -
auto tryInitLinkShineHintPhoto(const al::
ActorInitInfo& info, const char* name, s32 linkIndex) -> Shine* -
auto initLinkShine(const al::
ActorInitInfo& info, const char* name, s32 linkIndex) -> Shine* -
auto initLinkShopShine(const al::
ActorInitInfo& info, const char* name) -> Shine* -
auto initLinkShineChipShine(const al::
ActorInitInfo& info) -> Shine* -
auto initLinkBossShine(const al::
ActorInitInfo& info) -> Shine* -
void createShineEffectInsideObject(Shine* shine,
const al::
LiveActor* actor, const al:: ActorInitInfo& info) - void appearPopupShine(Shine* shine)
-
void appearPopupShine(Shine* shine,
const al::
LiveActor* actor) -
void appearPopupShine(Shine* shine,
const sead::
Vector3f& trans) - void appearPopupShineWithoutDemo(Shine* shine)
-
void appearPopupShineWithoutDemo(Shine* shine,
const al::
LiveActor* actor) -
void appearPopupShineWithoutDemo(Shine* shine,
const sead::
Vector3f& trans) - void appearPopupShineWithoutWarp(Shine* shine)
- void appearPopupShineGrandByBoss(Shine* shine, s32 a2)
- void appearWaitShine(Shine* shine)
-
void appearWaitShine(Shine* shine,
const sead::
Vector3f& trans) - auto isEndAppearShine(const Shine* shine) -> bool
- auto isGotShine(const Shine* shine) -> bool
- auto isAliveShine(const Shine* shine) -> bool
- auto isMainShine(const Shine* shine) -> bool
-
void updateHintTrans(const Shine* shine,
const sead::
Vector3f& trans) -
void appearShineAndJoinBossDemo(Shine* shine,
const char* name,
const sead::
Quatf& quat, const sead:: Vector3f& trans) - void endShineBossDemo(Shine* shine)
- void endShineBossDemoAndStartFall(Shine* shine, f32 a2)
-
void setAppearItemFactorByMsg(const al::
LiveActor* actor, const al::SensorMsg* msg, const al:: HitSensor* sensor) -
void setAppearItemFactorAndOffsetByMsg(const al::
LiveActor* actor, const al::SensorMsg* msg, const al:: HitSensor* sensor) -
void setAppearItemFactorAndOffsetForCombo(const al::
LiveActor* actor, const al::SensorMsg* msg, const al:: HitSensor* sensor, bool isSuperCombo) -
void appearItemFromObj(al::
LiveActor* actor, const sead:: Vector3f& trans, const sead:: Quatf& quat, f32 offset) -
void appearItemFromObj(al::
LiveActor* actor, al:: HitSensor* sensor, f32 offset) -
void appearItemFromObj(al::
LiveActor* actor, al:: HitSensor* sensor, const sead:: Vector3f& offset) -
void appearItemFromObjGravity(al::
LiveActor* actor, al:: HitSensor* sensor, const sead:: Vector3f& offset) -
auto tryAppearMultiCoinFromObj(al::
LiveActor* actor, const sead:: Vector3f& trans, s32 step, f32 offsetAbove) -> bool -
auto tryAppearMultiCoinFromObj(al::
LiveActor* actor, const sead:: Vector3f& trans, const sead:: Quatf& quat, s32 step, f32 offsetAbove) -> bool -
auto tryAppearMultiCoinFromObj(al::
LiveActor* actor, al:: HitSensor* sensor, s32 step, f32 offsetAbove) -> bool -
auto tryAppearMultiCoinFromObj(al::
LiveActor* actor, al:: HitSensor* sensor, s32 step, const sead:: Vector3f& offset) -> bool -
void syncCoin2DAnimFrame(al::
LiveActor* actor, const char* name) -
auto getStageCoinCollectArchiveName(const al::
LiveActor* actor) -> const char* -
auto getStageCoinCollectEmptyArchiveName(const al::
LiveActor* actor) -> const char* -
auto getStageCoinCollect2DArchiveName(const al::
LiveActor* actor) -> const char* -
auto getStageCoinCollect2DEmptyArchiveName(const al::
LiveActor* actor) -> const char* -
auto getStageShineAnimFrame(const al::
LiveActor* actor) -> s32 -
auto getStageShineAnimFrame(const al::
LiveActor* actor, s32 worldId) -> s32 -
auto getStageShineAnimFrame(const al::
LiveActor* actor, const char* stageName) -> s32 -
void startShineAnimAndSetFrameAndStop(al::
LiveActor* actor, const char* animName, s32 frame, bool isMatAnim) -
void setStageShineAnimFrame(al::
LiveActor* actor, const char* stageName, s32 shineAnimFrame, bool isMatAnim) -
auto getStageShineArchiveName(const al::
LiveActor* actor, const char* stageName) -> const char* -
auto getStageShineEmptyArchiveName(const al::
LiveActor* actor, const char* stageName) -> const char* -
void setMaterialAsEmptyModel(al::
LiveActor* actor) -
void setProjectionMtxAsEmptyModel2d(al::
LiveActor* actor, const sead:: Vector2f& vec) - SEAD_ENUM(ItemType, None = -1, Coin, Coin2D, CoinBlow, CoinBlowVeryLittle, CoinPopUp, CoinPopUpWithoutHitReaction, Coin3, Coin5, Coin10, Coin10Auto, Coin5Count, Coin100, LifeUpItem, LifeUpItemBack, LifeUpItem2D, LifeMaxUpItem, LifeMaxUpItem2D, Shine, AirBubble, DotMarioCat, KuriboMini3, KuriboMini8, CoinStackBound, Random)
-
void appearRandomItemFromObj(al::
LiveActor* actor, al:: HitSensor* sensor, f32 offset) -
void addDemoRacePrizeCoin(al::
LiveActor* actor) - void resetJudge(IJudge* judge)
- void updateJudge(IJudge* judge)
- auto isJudge(const IJudge* judge) -> bool
- auto updateJudgeAndResult(IJudge* judge) -> bool
- auto judgeAndResetReturnTrue(IJudge* judge) -> bool
-
auto isEnableShowDemoAfterOpenMoonRockFirst(const al::
LiveActor* actor) -> bool -
auto isFirstDemoOpenMoonRock(const al::
LiveActor* actor) -> bool -
auto isEnableShowDemoMoonRockMapWorld(const al::
LiveActor* actor) -> bool -
void showDemoAfterOpenMoonRockFirst(const al::
LiveActor* actor) -
void showDemoMoonRockMapWorld(const al::
LiveActor* actor) - auto getNetworkPrototypeDirectory() -> const char*
-
void convertComputerNameToFullName(sead::
BufferedSafeString* fullName, const char* computerName) -
void convertComputerNameToSecondName(sead::
BufferedSafeString* secondName, const char* computerName) -
void convertComputerNameToSecondKanaName(sead::
BufferedSafeString* secondKanaName, const char* computerName) -
auto tryApplyNpcMaterialAnimPresetFromPlacementInfo(al::
LiveActor*, const al:: ActorInitInfo&, const TalkNpcParam*) -> bool -
void setNpcMaterialAnimFromPlacementInfo(al::
LiveActor*, const al:: ActorInitInfo&) -
auto tryUpdateNpcEyeLineAnim(al::
LiveActor*, const TalkNpcParam*) -> bool -
auto tryUpdateNpcEyeLineAnimToTarget(al::
LiveActor*, const TalkNpcParam*, const sead:: Vector3f&, bool) -> bool -
void resetNpcEyeLineAnim(al::
LiveActor*) -
auto tryUpdateNpcFacialAnim(al::
LiveActor*, const TalkNpcParam*) -> bool -
void trySwitchDepthToSelfShadow(al::
LiveActor*) -
auto tryReceiveMsgPlayerDisregard(const al::SensorMsg*,
al::
HitSensor*, const TalkNpcParam*) -> bool -
void attackSensorNpcCommon(al::
HitSensor*, al:: HitSensor*) -
auto receiveMsgNpcCommonNoReaction(const al::SensorMsg*,
al::
HitSensor*, al:: HitSensor*) -> bool -
void calcNpcPushVecBetweenSensors(sead::
Vector3f*, al:: HitSensor*, al:: HitSensor*) -
auto createAndAppendNpcJointLookAtController(al::
LiveActor*, const TalkNpcParam*) -> NpcJointLookAtController* -
auto tryCreateAndAppendNpcJointLookAtController(al::
LiveActor*, const TalkNpcParam*) -> NpcJointLookAtController* -
auto tryCreateAndAppendNpcJointLookAtController(al::
LiveActor*, const TalkNpcParam*, f32) -> NpcJointLookAtController* - void setPlayerEyeSensorHitHolder(NpcJointLookAtController*, const PlayerEyeSensorHitHolder*)
- auto getNpcJointLookAtControlJointNum(const TalkNpcParam*) -> s32
- void updateNpcJointLookAtController(NpcJointLookAtController*)
- void cancelUpdateNpcJointLookAtController(NpcJointLookAtController*)
- void updateNpcJointLookAtControllerLookAtDistance(NpcJointLookAtController*, f32)
- void invalidateNpcJointLookAtController(NpcJointLookAtController*)
- void validateNpcJointLookAtController(NpcJointLookAtController*)
-
void requestLookAtTargetTrans(NpcJointLookAtController*,
const sead::
Vector3f&) -
void initCapWorldNpcTail(al::
LiveActor*) -
auto tryStartForestManFlowerAnim(al::
LiveActor*) -> bool -
auto tryUpdateMaterialCodeByFloorCollisionOnArrow(al::
LiveActor*) -> bool -
void tryAttachConnectorToCollisionTFSV(al::
LiveActor*, al::MtxConnector*, sead:: Quatf*) -
void tryConnectToCollisionTFSV(al::
LiveActor*, const al::MtxConnector*, sead:: Quatf*) -
auto tryGetSubActorCityMayorFace(const al::
LiveActor*) -> al:: LiveActor* -
void syncActionCityMayorFace(al::
LiveActor*) -
void syncMtsAnimCityMayorFace(al::
LiveActor*) -
auto isExistFaceAnim(al::
LiveActor*, const char*) -> bool -
void animateCityMayorFace(al::
LiveActor*, const char*, f32) -
auto createNpcStateReaction(al::
LiveActor*, const TalkNpcParam*, const NpcStateReactionParam*) -> ShellActorStateReaction* -
auto isInvalidTrampleSensor(const al::
HitSensor*, const TalkNpcParam*) -> bool -
auto initEventFlow(al::
LiveActor*, const al:: ActorInitInfo&, const char*, const char*) -> al::EventFlowExecutor* - void startEventFlow(al::EventFlowExecutor*, const char*)
- auto updateEventFlow(al::EventFlowExecutor*) -> bool
-
void initEventMessageTagDataHolder(al::EventFlowExecutor*,
const al::
MessageTagDataHolder*) -
auto trySendMsgPlayerReflectOrTrample(const al::
LiveActor*, al:: HitSensor*, al:: HitSensor*) -> bool -
auto findWallCatchPos(const al::
CollisionParts**, sead:: Vector3f*, sead:: Vector3f*, const al:: LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32, f32, f32, f32, f32, f32) -> bool -
auto findGrabCeilPosNoWallHit(const al::
CollisionParts**, sead:: Vector3f*, sead:: Vector3f*, sead:: Vector3f*, const al:: LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32, f32) -> bool -
auto findGrabCeilPosWallHit(const al::
CollisionParts**, sead:: Vector3f*, sead:: Vector3f*, sead:: Vector3f*, const al:: LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32, f32) -> bool -
void calcOffsetAllRoot(sead::
Vector3f* offset, const PlayerModelHolder* model) -
auto convergeOnGroundCount(s32*,
const al::
LiveActor*, const IUsePlayerCollision*, s32, s32) -> bool -
auto isOnGroundRunAngle(const al::
LiveActor*, const IUsePlayerCollision*, const PlayerConst*) -> bool -
void startHitReactionHipDropLand(al::
LiveActor*, bool) -
void waitGround(al::
LiveActor*, const IUsePlayerCollision*, f32, f32, f32, f32) -
void slerpUpFront(al::
LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&, f32, f32) -
auto calcSlideDir(sead::
Vector3f*, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
void moveDivingJump(al::
LiveActor*, const sead:: Vector3f&, f32, f32, f32, f32, f32, f32, f32, f32) -
void sendPlayerCollisionTouchMsg(const al::
LiveActor*, al:: HitSensor*, const IUsePlayerCollision*) - auto getGroundHeight(const IUsePlayerHeightCheck*) -> f32
-
auto getCollidedWallPos(const IUsePlayerCollision*) -> const sead::
Vector3f& -
auto getCollidedWallNormal(const IUsePlayerCollision*) -> const sead::
Vector3f& -
auto getCollidedWallCollisionParts(const IUsePlayerCollision*) -> const al::
CollisionParts* -
auto getCollidedGroundPos(const IUsePlayerCollision*) -> const sead::
Vector3f& -
auto getCollidedGroundNormal(const IUsePlayerCollision*) -> const sead::
Vector3f& -
auto getCollidedGroundCollisionParts(const IUsePlayerCollision*) -> const al::
CollisionParts* -
auto getCollidedCeilingPos(const IUsePlayerCollision*) -> const sead::
Vector3f& -
auto getCollidedCeilingNormal(const IUsePlayerCollision*) -> const sead::
Vector3f& -
auto getCollidedCeilingCollisionParts(const IUsePlayerCollision*) -> const al::
CollisionParts* - auto isCollidedGround(const IUsePlayerCollision*) -> bool
-
auto isCollidedGroundRunAngle(const al::
LiveActor*, const IUsePlayerCollision*, const PlayerConst*) -> bool -
auto isOnGroundSlopeSlideStart(const al::
LiveActor*, const IUsePlayerCollision*, const PlayerConst*) -> bool -
auto isOnGroundForceSlideCode(const al::
LiveActor*, const IUsePlayerCollision*, const PlayerConst*) -> bool -
auto isOnGroundForceRollingCode(const al::
LiveActor*, const IUsePlayerCollision*) -> bool -
auto isOnGroundLessAngle(const al::
LiveActor*, const IUsePlayerCollision*, f32) -> bool -
auto isPlayerOnGround(const al::
LiveActor*) -> bool -
auto isOnGround(const al::
LiveActor*, const IUsePlayerCollision*) -> bool - auto isJustLand(const IUsePlayerCollision*) -> bool
-
void calcGroundNormalOrGravityDir(sead::
Vector3f*, const al:: LiveActor*, const IUsePlayerCollision*) - auto isCollisionCodeSandSink(const IUsePlayerCollision*) -> bool
- auto isCollidedWall(const IUsePlayerCollision*) -> bool
- auto isCollidedCeiling(const IUsePlayerCollision*) -> bool
- auto isActionCodeNoWallGrab(const IUsePlayerCollision*) -> bool
- auto isActionCodeNoActionWall(const IUsePlayerCollision*) -> bool
- auto isCollisionCodeGrabCeilAny(const IUsePlayerCollision*) -> bool
- auto isCollisionCodeGrabCeilWall(const IUsePlayerCollision*) -> bool
- auto isCollisionCodeGrabCeilCeiling(const IUsePlayerCollision*) -> bool
- auto isCollisionCodeGrabCeilGrround(const IUsePlayerCollision*) -> bool
-
void setColliderFilterCollisionParts(IUsePlayerCollision*,
const al::
CollisionPartsFilterBase*) -
auto reboundVelocityFromCollision(al::
LiveActor*, const IUsePlayerCollision*, f32, f32, f32) -> bool -
auto tryGetCollidedCeilingSensor(const IUsePlayerCollision*) -> al::
HitSensor* -
auto isOnGroundSlopeSlideEnd(const al::
LiveActor*, const IUsePlayerCollision*, const PlayerConst*) -> bool -
auto isAutoRunOnGroundSkateCode(const al::
LiveActor*, const IUsePlayerCollision*, f32) -> bool -
auto startPuppet(al::
HitSensor* actorHitSensor, al:: HitSensor* playerHitSensor) -> IUsePlayerPuppet* - void endBindAndPuppetNull(IUsePlayerPuppet** playerPuppet)
- void endBindOnGroundAndPuppetNull(IUsePlayerPuppet** playerPuppet)
-
void endBindJumpAndPuppetNull(IUsePlayerPuppet** playerPuppet,
const sead::
Vector3f& endTrans, s32 timeBeforeEnd) -
void endBindWallJumpAndPuppetNull(IUsePlayerPuppet** playerPuppet,
const sead::
Vector3f& endTrans, s32 timeBeforeEnd) - void endBindCapThrow(IUsePlayerPuppet** playerPuppet)
- auto tryReceiveBindCancelMsgAndPuppetNull(IUsePlayerPuppet** playerPuppet, const al::SensorMsg* msg) -> bool
-
void setPuppetTrans(IUsePlayerPuppet* playerPuppet,
const sead::
Vector3f& trans) -
void setPuppetVelocity(IUsePlayerPuppet* playerPuppet,
const sead::
Vector3f& velocity) -
void setPuppetFront(IUsePlayerPuppet* playerPuppet,
const sead::
Vector3f& front) -
void calcPuppetUp(sead::
Vector3f* up, const IUsePlayerPuppet* playerPuppet) -
void setPuppetUp(IUsePlayerPuppet* playerPuppet,
const sead::
Vector3f& up) -
void calcPuppetFront(sead::
Vector3f* front, const IUsePlayerPuppet* playerPuppet) -
void setPuppetQuat(IUsePlayerPuppet* playerPuppet,
const sead::
Quatf& quat) -
void resetPuppetPosition(IUsePlayerPuppet* playerPuppet,
const sead::
Vector3f& trans) - void addPuppetVelocityFall(IUsePlayerPuppet* playerPuppet)
-
auto getPuppetGravity(const IUsePlayerPuppet* playerPuppet) -> const sead::
Vector3f& -
auto getPuppetVelocity(const IUsePlayerPuppet* playerPuppet) -> const sead::
Vector3f& -
auto getPuppetTrans(const IUsePlayerPuppet* playerPuppet) -> const sead::
Vector3f& -
void calcPuppetQuat(sead::
Quatf* quat, const IUsePlayerPuppet* playerPuppet) - void startPuppetAction(IUsePlayerPuppet* playerPuppet, const char* action)
- auto isPuppetActionEnd(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetActionPlaying(const IUsePlayerPuppet* playerPuppet, const char* action) -> bool
- void setPuppetAnimRate(IUsePlayerPuppet* playerPuppet, f32 animRate)
- void setPuppetAnimBlendWeight(IUsePlayerPuppet* playerPuppet, f32 weight1, f32 weight2, f32 weight3, f32 weight4, f32 weight5, f32 weight6)
- auto getPuppetAnimFrameMax(const IUsePlayerPuppet* playerPuppet) -> f32
- void startPuppetHitReactionLand(IUsePlayerPuppet* playerPuppet)
- void hidePuppet(IUsePlayerPuppet* playerPuppet)
- void showPuppet(IUsePlayerPuppet* playerPuppet)
- auto isPuppetHidden(const IUsePlayerPuppet* playerPuppet) -> bool
-
void syncPuppetVisibility(al::
LiveActor* actor, const IUsePlayerPuppet* playerPuppet) - void hidePuppetSilhouette(IUsePlayerPuppet* playerPuppet)
- void showPuppetSilhouette(IUsePlayerPuppet* playerPuppet)
- void hidePuppetShadow(IUsePlayerPuppet* playerPuppet)
- void showPuppetShadow(IUsePlayerPuppet* playerPuppet)
- void validatePuppetSensor(IUsePlayerPuppet* playerPuppet)
- void invalidatePuppetSensor(IUsePlayerPuppet* playerPuppet)
- void invalidatePuppetCollider(IUsePlayerPuppet* playerPuppet)
- auto isCollidedPuppetGround(IUsePlayerPuppet* playerPuppet) -> bool
-
auto getCollidedPuppetGroundNormal(IUsePlayerPuppet* playerPuppet) -> const sead::
Vector3f& - void validatePuppetCollider(IUsePlayerPuppet* playerPuppet)
- void requestDamage(IUsePlayerPuppet* playerPuppet)
- void clearStainEffect(IUsePlayerPuppet* playerPuppet)
-
void copyPuppetDitherAlpha(IUsePlayerPuppet* playerPuppet,
const al::
LiveActor* actor) - void validatePuppetLookAt(IUsePlayerPuppet* playerPuppet)
- void invalidatePuppetLookAt(IUsePlayerPuppet* playerPuppet)
-
void validatePuppetForceLookAt(IUsePlayerPuppet* playerPuppet,
const sead::
Vector3f& lookAt) - void invalidatePuppetForceLookAt(IUsePlayerPuppet* playerPuppet)
- void validatePuppetSeparateMode(IUsePlayerPuppet* playerPuppet)
- void invalidatePuppetSeparateMode(IUsePlayerPuppet* playerPuppet)
- void validatePuppetReceivePush(IUsePlayerPuppet* playerPuppet)
- void invalidatePuppetReceivePush(IUsePlayerPuppet* playerPuppet)
- void forcePutOnPuppetCap(IUsePlayerPuppet* playerPuppet)
- void forcePutOnPuppetCapWithEffect(IUsePlayerPuppet* playerPuppet)
- void setForceRunAfterEndBind(IUsePlayerPuppet* playerPuppet, s32, f32)
- void validateRecoveryArea(IUsePlayerPuppet* playerPuppet)
- void invalidateRecoveryArea(IUsePlayerPuppet* playerPuppet)
- void validateGuideArrow(IUsePlayerPuppet* playerPuppet)
- void invalidateGuideArrow(IUsePlayerPuppet* playerPuppet)
- void validateWaterSurfaceShadow(IUsePlayerPuppet* playerPuppet)
- void invalidateWaterSurfaceShadow(IUsePlayerPuppet* playerPuppet)
- auto isPuppetInputCapThrow(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetInputSwing(const IUsePlayerPuppet* playerPuppet) -> bool
- auto initBindKeepDemoInfo() -> BindKeepDemoInfo*
- auto isActiveBindKeepDemo(const BindKeepDemoInfo* bindKeepDemoInfo) -> bool
- auto tryStartBindKeepDemo(BindKeepDemoInfo* bindKeepDemoInfo, const al::SensorMsg* msg, const IUsePlayerPuppet* playerPuppet) -> bool
- auto tryEndBindKeepDemo(BindKeepDemoInfo* bindKeepDemoInfo, const al::SensorMsg* msg, IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetTrigJumpButton(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetHoldJumpButton(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetTrigActionButton(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetHoldActionButton(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetTriggerAnyButton(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetHoldAnyButton(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetMoveStickOn(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetStartWorldWarp(const IUsePlayerPuppet* playerPuppet) -> bool
- auto isPuppetCancelWorldWarp(const IUsePlayerPuppet* playerPuppet) -> bool
-
auto getPuppetMoveStick(const IUsePlayerPuppet* playerPuppet) -> const sead::
Vector2f& - auto isTriggerGetOff(const IUsePlayerPuppet* playerPuppet) -> bool
- auto getPuppetPoseRotZDegreeLeft(const IUsePlayerPuppet* playerPuppet) -> f32
- auto getPuppetPoseRotZDegreeRight(const IUsePlayerPuppet* playerPuppet) -> f32
-
void requestUpdateSafetyPoint(IUsePlayerPuppet* playerPuppet,
const al::
LiveActor* actor, const IUsePlayerCollision* playerCollision) -
void requestForceSafetyPoint(IUsePlayerPuppet* playerPuppet,
const sead::
Vector3f& recoveryTrans, const sead:: Vector3f& recoveryNormal) - void initPlayerActorInfo(PlayerActorBase*, const PlayerInitInfo&)
- auto getInitPlayerModelName(const PlayerInitInfo&) -> const char*
- auto isNeedCreateNoseNeedle(const PlayerInitInfo&) -> bool
- auto isClosetScenePlayer(const PlayerInitInfo&) -> bool
-
auto getGamePadSystem(const PlayerInitInfo&) -> al::
GamePadSystem* - auto getInitCapTypeName(const PlayerInitInfo&) -> const char*
-
auto createPlayerSklRetargettingInfo(al::
LiveActor*, const sead:: Vector3f&) -> al:: SklAnimRetargettingInfo* -
auto getPlayerPos(const al::
LiveActor*) -> const sead:: Vector3f& -
auto getPlayerHeadPos(const al::
LiveActor*) -> const sead:: Vector3f& -
auto getPlayerBodyPos(const al::
LiveActor*) -> const sead:: Vector3f& -
void calcPlayerSideDir(sead::
Vector3f*, const al:: LiveActor*) -
void calcPlayerUpDir(sead::
Vector3f*, const al:: LiveActor*) -
void calcPlayerFrontDir(sead::
Vector3f*, const al:: LiveActor*) -
void calcPlayerGroundPoseUp(sead::
Vector3f*, const al:: LiveActor*) -
auto isNearPlayerH(const al::
LiveActor*, f32) -> bool -
void calcPlayerFollowLayoutWorldPos(sead::
Vector3f*, const al:: LiveActor*) -
auto isPlayerHack(const al::
LiveActor*) -> bool -
auto isPlayerHackGroupUseCameraStick(const al::
LiveActor*) -> bool -
auto tryCalcPlayerCeilingSpace(f32*,
const al::
LiveActor*, f32, f32) -> bool -
auto tryCalcKidsGuideCeilingSpace(f32*,
const al::
LiveActor*, f32, f32) -> bool -
auto getPlayerVelocity(const al::
LiveActor*) -> const sead:: Vector3f& -
auto tryCalcPlayerModelHeadJointPos(sead::
Vector3f*, const al:: LiveActor*) -> bool -
auto tryCalcPlayerModelHeadJointUp(sead::
Vector3f*, const al:: LiveActor*) -> bool -
auto tryCalcPlayerModelHeadJointFront(sead::
Vector3f*, const al:: LiveActor*) -> bool -
auto tryCalcPlayerModelHeadJointSide(sead::
Vector3f*, const al:: LiveActor*) -> bool -
auto tryCalcPlayerModelNoseJointMtx(sead::
Matrix34f*, const al:: LiveActor*) -> bool -
auto isPlayerDamageStopDemo(const al::
LiveActor*) -> bool -
auto isPlayerHackType(const al::
LiveActor*, s32) -> bool -
auto isPlayerHackRigidBody(const al::
LiveActor*) -> bool -
auto isPlayerHackJugemFishing(const al::
LiveActor*) -> bool -
auto isPlayerHackKuriboAny(const al::
LiveActor*) -> bool -
auto isPlayerHackKuribo(const al::
LiveActor*) -> bool -
auto isPlayerHackKuriboWing(const al::
LiveActor*) -> bool -
auto isPlayerHackStatueMario(const al::
LiveActor*) -> bool -
auto isPlayerHackEnemy(const al::
LiveActor*) -> bool -
auto isPlayerHackTrilemmaRock(const al::
LiveActor*) -> bool -
auto isPlayerHackTrilemmaPaper(const al::
LiveActor*) -> bool -
auto isPlayerHackTrilemmaScissors(const al::
LiveActor*) -> bool -
auto isPlayerHackElectricWire(const al::
LiveActor*) -> bool -
auto isPlayerHackTRex(const al::
LiveActor*) -> bool -
auto isPlayerHackFukankun(const al::
LiveActor*) -> bool -
auto isPlayerHackHosui(const al::
LiveActor*) -> bool -
auto isPlayerHackYoshi(const al::
LiveActor*) -> bool -
auto isPlayerHackYukimaru(const al::
LiveActor*) -> bool -
auto isPlayerHackHammerBros(const al::
LiveActor*) -> bool -
auto isPlayerHackBazookaElectric(const al::
LiveActor*) -> bool -
auto isPlayerHackBubble(const al::
LiveActor*) -> bool -
auto isPlayerHackTank(const al::
LiveActor*) -> bool -
auto isPlayerHackTsukkun(const al::
LiveActor*) -> bool -
auto isPlayerHackPukupuku(const al::
LiveActor*) -> bool -
auto isPlayerHackPukupukuAll(const al::
LiveActor*) -> bool -
auto isPlayerHackRadiconNpc(const al::
LiveActor*) -> bool -
auto isPlayerHackSenobi(const al::
LiveActor*) -> bool -
auto isPlayerHackKakku(const al::
LiveActor*) -> bool -
auto isPlayerHackGroupTalkScare(const al::
LiveActor*) -> bool -
auto isPlayerHackNoSeparateCameraInput(const al::
LiveActor*) -> bool -
auto isPlayerEnableToSeeOddSpace(const al::
LiveActor*) -> bool -
auto isPlayerMini(const al::
LiveActor*) -> bool -
auto isPlayer3D(const al::
LiveActor*) -> bool -
auto isPlayer2D(const al::
LiveActor*) -> bool -
auto isPlayerSquat(const al::
LiveActor*) -> bool -
auto isPlayerInWater(const al::
LiveActor*) -> bool -
auto isPlayerPoleClimb(const al::
LiveActor*) -> bool -
auto isPlayerWallCatch(const al::
LiveActor*) -> bool -
auto isPlayerCameraSubjective(const al::
LiveActor*) -> bool -
auto isPlayerEnableTalkGround(const al::
LiveActor*) -> bool -
auto isPlayerEnableTalkSwim(const al::
LiveActor*) -> bool -
auto isPlayerBinding(const al::
LiveActor*) -> bool -
auto isPlayerEquipSomething(const al::
LiveActor*) -> bool -
auto isPlayerEquipRocketFlower(const al::
LiveActor*) -> bool -
auto isPlayerEquipNoSeparateAction(const al::
LiveActor*) -> bool -
auto isPlayerCarrySomething(const al::
LiveActor*) -> bool -
auto isPlayerNoInput(const al::
LiveActor*) -> bool -
auto isPlayerEnableShowTutorialInput(const al::
LiveActor*) -> bool -
auto isPlayerSafetyPointRecovery(const al::
LiveActor*) -> bool -
auto isPlayerPlayingSwitchOnAnim(const al::
LiveActor*) -> bool -
auto isPlayerEquipNoSeparateTutorial(const al::
LiveActor*) -> bool -
auto isPlayerWaitSleep(const al::
LiveActor*) -> bool -
auto isPlayerAboveSeparateCapGuideArrow(const al::
LiveActor*) -> bool -
auto isPlayerInvalidateGuideArrow(const al::
LiveActor*) -> bool -
auto isPlayerInvisibleCap(const al::
LiveActor*) -> bool -
auto isPlayerEnablePeachAmiibo(const al::
LiveActor*) -> bool -
auto isPlayerActiveMarioAmiiboInvincible(const al::
LiveActor*) -> bool -
auto isPlayerCollidedGround(const al::
LiveActor*) -> bool -
auto isPlayerCollidedCeiling(const al::
LiveActor*) -> bool -
auto isPlayerOnActor(const al::
LiveActor*) -> bool -
auto isPlayerOnChairActor(const al::
LiveActor*) -> bool -
auto isPlayerOnBedActor(const al::
LiveActor*) -> bool -
auto isPlayerFaceToTarget(const al::
LiveActor*, const sead:: Vector3f&) -> bool -
auto isPlayerFaceToTarget(const al::
LiveActor*) -> bool -
auto isPlayerFaceToTargetInRange(const al::
LiveActor*, const sead:: Vector3f&, f32) -> bool -
auto isPlayerFaceToTargetInRange(const al::
LiveActor*, f32) -> bool -
auto tryGetFlyingCapPos(sead::
Vector3f*, const al:: LiveActor*) -> bool -
auto tryGetFlyingCapVelocity(sead::
Vector3f*, const al:: LiveActor*) -> bool -
auto isEnableReceiveCapStartLockOnAngle(const al::
LiveActor*, const al:: HitSensor*) -> bool -
auto isEquipCapCatched(const al::
LiveActor*) -> bool -
auto getFlyingCapThrowSpeedMax(const al::
LiveActor*) -> f32 -
auto isPlayerCapSpinOrFlying(const al::
LiveActor*) -> bool -
auto isPlayerCapFlying(const al::
LiveActor*) -> bool -
auto isPlayerCapSeparateThrow(const al::
LiveActor*) -> bool -
auto isEmptyPlayerOxygen(const al::
LiveActor*) -> bool -
void recoveryPlayerOxygen(const al::
LiveActor*) -
void requestBindPlayer(const al::
LiveActor*, al:: HitSensor*) -
void sendMsgBreakFloorToPlayer(const al::
LiveActor*) -
void requestStageStartHack(const al::
LiveActor*, al:: HitSensor*, const CapTargetInfo*, al:: LiveActor*) -
auto isEnableOpenMap(const al::
LiveActor*) -> bool -
void syncPlayerModelAlpha(al::
LiveActor*) -
auto getPlayerShadowDropLength(const al::
LiveActor*) -> f32 -
auto isExistLabelInPlayerHackSystemMstxt(const al::
LiveActor*, const al:: IUseMessageSystem*, const char*, const char*) -> bool -
auto getPlayerHackSystemMessageString(const al::
LiveActor*, const al:: IUseMessageSystem*, const char*, const char*) -> const char16* -
void getPlayerHackTutorialMoviePath(al::
StringTmp<64>*, const al:: LiveActor*, const char*) -
void calcPlayerAmiiboPeachAppearBasePos(sead::
Vector3f*, const al:: LiveActor*) -
auto isPlayerInputHoldBalloonSet(const al::
LiveActor*) -> bool -
auto isPlayerInputHoldSquat(const al::
LiveActor*) -> bool -
auto isPlayerInputHoldCapKeepLockOn(const al::
LiveActor*) -> bool -
auto isPlayerInputHoldCarryAction(const al::
LiveActor*) -> bool -
auto isPlayerInputHoldEnterUpperDokan2D(const al::
LiveActor*) -> bool -
auto isPlayerInputHoldEnterSideDokan2D(const al::
LiveActor*, const sead:: Vector3f&) -> bool -
auto isPlayerInputTriggerStartTalk(const al::
LiveActor*) -> bool -
auto isPlayerInputTriggerRide(const al::
LiveActor*) -> bool -
auto isPlayerInputTriggerSeparateCapJangoHelp(const al::
LiveActor*) -> bool -
auto tryGetPlayerInputWallAlongWallNormal(sead::
Vector3f*, const al:: LiveActor*) -> bool -
void calcPlayerHoldPos(sead::
Vector3f*, const al:: HitSensor*) -
void calcPlayerHoldMtx(sead::
Matrix34f*, const al:: HitSensor*) -
void setPlayerHoldJointAngle(const al::
HitSensor*, const sead:: Vector3f&) -
void updatePosePlayerHold(al::
LiveActor*, const al:: HitSensor*) -
void updatePosePlayerHoldAddOffset(al::
LiveActor*, const al:: HitSensor*, const sead:: Vector3f&) -
auto calcPlayerGuideOffsetY(const al::
LiveActor*) -> f32 -
auto isEnablePlayerHeadGuide(const al::
LiveActor*) -> bool -
void calcPlayerGuidePos(sead::
Vector3f*, const al:: LiveActor*) -
void calcPlayerGuidePos(sead::
Vector3f*, const al:: LiveActor*, f32) - auto trySavePrepoCompleteMainScenario(s32, s32, s64, s64, s64) -> bool
-
auto trySavePrepoStartStage(const char*,
const sead::
Vector3f&, s64, s64, s64) -> bool -
auto trySavePrepoExitStage(const char*,
const sead::
Vector3f&, s64, s64, s64) -> bool -
auto trySavePrepoMissEvent(const char*,
const sead::
Vector3f&, s64, s64, s64) -> bool - auto trySavePrepoShineGetEvent(const char*, s32, s32, s32, s64, s64, s64) -> bool
- auto trySavePrepoReceiveAchievement(const char* s32, s64, s64, s64) -> bool
- auto trySavePrepoAchievementProgress(GameDataHolderAccessor, s64, s64, s64) -> bool
- auto trySavePrepoGetCapEvent(const char*, s32, s64, s64, s64) -> bool
- auto trySavePrepoGetClothEvent(const char*, s32, s64, s64, s64) -> bool
- auto trySavePrepoGetGiftEvent(const char*, s32, s64, s64, s64) -> bool
- auto trySavePrepoGetStickerEvent(const char*, s32, s64, s64, s64) -> bool
- auto trySavePrepoChangeCapEvent(const char*, s64, s64, s64) -> bool
- auto trySavePrepoChangeClothEvent(const char*, s64, s64, s64) -> bool
- auto trySavePrepoFirstHackEvent(const char*, s32, s64, s64, s64) -> bool
- auto trySavePrepoGetCollectBgmEvent(const char*, const char*, bool, s32, s64, s64, s64) -> bool
- auto trySavePrepoSettingsState(bool, const char*, const GameConfigData&, s64, s64) -> bool
- auto trySavePrepoSeparatePlayMode(bool, s64, s64, s64) -> bool
-
auto sendMsgAckCheckpoint(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgAckGetShine(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgAckLifeUp(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgAckLifeMaxUp(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgAskRailCollision(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBreakPartsBreak(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBirdFlyAway(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCameraAngleElevationResetFast(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgChorobonAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgConductLightning(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgDamageBallAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgDamageBallBodyAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgDonsukeAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgDonsukeGroundAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgDonsukePush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgDragonAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEatExplosion(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgElectricWireNoLimitDistance(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyAttack2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyAttack3D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyAttackDash(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackAttackFire(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyAttackFireCollision(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyAttackPoison(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyAttackTRex(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackAttackPoison(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgConfirmPaintObj(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgConfirmPaintObjForSeed(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPaintAttackPoison(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyKick(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRabbitKick(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFishingAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFishingCancel(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFishingFishApproach(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFishingFishFloatTouch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFishingItemGet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFishingLineTouch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFishingStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFishingUpImmediatelyPrepare(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFireBrosFireBallCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFireSwitchFire(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgFrogHackTrample(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGhostRecordStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGhostRecordEnd(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGhostPlay(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGhostStop(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGiantWanderBossAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGiantWanderBossBulletAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGiantWanderBossBulletPush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGhostReverse(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGhostCancel(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGrowFlowerSeedDisablePush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGrowFlowerSeedNear(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGrowPlantPush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGrowerAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGrowerWallAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGunetterAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGunetterBodyTouch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHammerAttackDown(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHammerAttackSide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHammerAttackSideCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgItemAmiiboKoopa(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgIsExistPukupuku(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgJangoAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgJangoRemoveCap(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKakkuKick(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillByBossBattleDemo(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillByHackFirstDemo(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillByHomeDemo(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEndHomeDemo(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillByMoonRockDemo(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillByShineGet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillBySwitchTimer(al::
LiveActor*) -> bool -
auto sendMsgKoopaBindStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPlayerFocusTarget(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPunchFinishL(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPunchFinishR(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPunchInvincibleL(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPunchInvincibleR(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPunchKnockBackL(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPunchKnockBackR(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPunchL(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapPunchR(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCapSpinAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaCatchKoopaCap(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaDashPunchAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaFire2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaFireBallAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaHackDamage(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaHackPunch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaHackPunchCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaHackTrample(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaInvalidHackPunchFaceToCollision(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaRingBeamInvalidTouch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaTailAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKoopaTouchFloor(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKouraAttack2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKouraItemGet2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgLaunchBlow(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMeganeAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMeganeHackTrample(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMofumofuBulletUnexplosion(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMoonBasementAttackMeteor(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMoonBasementBreakShockwaveMeteor(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMoonBasementRockSyncClippingRegist(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMoonBasementRockSyncClippingInvalidate(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMoonBasementRockSyncClippingValidate(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgAttachCactusNeedle(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCactusNeedleAttack(al::
HitSensor* source, al:: HitSensor* target, al::ComboCounter*) -> bool -
auto sendMsgCactusNeedleAttackStrong(al::
HitSensor* source, al:: HitSensor* target, al::ComboCounter*) -> bool -
auto sendMsgPlayerBallToss(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCarryCameraSubjectiveStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCarryCameraSubjectiveEnd(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCarryShineGetStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCarryShineGetEnd(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCapCatch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCapHipDrop(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCapPush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCapRecovery(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCapTouchJump(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCapTrample(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerCoinDashGet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerEyePriorityTarget(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerDisregardHomingAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerDisregardTargetMarker(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerEquipKoopaCap(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerFireBallAttack2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerFireBallAttack3D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerHipDropDemoTrigger(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerHipDropHipDropSwitch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerItemGet2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerJumpTakeOffFloor(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerObjectWallHit(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerObjLeapFrog(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerPenguinAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerPenguinAttackReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerPoleClimbKeep(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerPoleClimbReaction(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerRabbitGet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerRollingObjHit(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerRollingWallHitDown(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerRollingWallHitMove(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerStartGrabCeil(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerStartWallJump(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerEndGrabCeil(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerSwordAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerTouchFloorJumpCode(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerTrample2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerUpperPunch2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerObjUpperPunch2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPukupukuDash(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPukupukuKiss(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPukupukuRollingAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPush2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPushToFish(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPushToMotorcycle(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPushToPlayer(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRadishAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRadishReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRequestChangeKinokoSuper(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRequestChangeFireFlower(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRequestPlayerSandMoon(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRequestPlayerSnow(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRequestPlayerWet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgStartHack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSunshineAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCancelHack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCancelHackArea(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCancelHackByDokan(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPackunEatStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackAttackKick(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackAttackMapObj(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackDeathAreaSelfCheck(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackDemoEnd(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackDemoStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackInvalidEscape(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackInvalidEscapeNoReaction(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackMarioCheckpointFlagWarp(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackMarioDead(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackMarioDemo(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackMarioInWater(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackMoveRockForestPush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackSelfCeilingCheckMiss(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackSyncDamageVisibility(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWeaponItemGet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapAttackCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapAttackStayRolling(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapAttackStayRollingCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapAttackRailMove(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapGiantAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapReflectCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapStartLockOn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapKeepLockOn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapCancelLockOn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapHipDrop(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapObjHipDrop(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapObjHipDropReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapIgnoreCancelLockOn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapIgnoreCancelMissReaction(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapIgnoreCollisionCheck(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapItemGet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCapTrampolineAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCatchBombThrough(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCheckCarObstacle(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCheckIsCardboardBox(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBullHackAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBullEnemyAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyAttackStrong(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnemyObjBreak(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWhipAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgNoLimitTouchJump(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgNoticePlayerDamage(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgStatueDrop(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgStatueTrampleReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgStatuePush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgStatueSnap(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHitGrowFlowerPot(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHitGrowPlantPot(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgImplantGrowFlowerSeed(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgIcicleAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgIgnoreMirrorWarp(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgIgnoredByRunawayNpc(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgIgnorePushMotorcycle(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSandSharkAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSeedAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSeedAttackBig(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSeedAttackHold(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSeedItemGet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSeedReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSenobiTrample(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSenobiCancelStretch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSenobiPunchBlockTransparent(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgShibakenApproach(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgShibakenKick(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackUpperPunch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackObjUpperPunch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgShineGet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgShineGet2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSpherePush(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, f32) -> bool -
auto sendMsgSphinxJumpAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSphinxQuizRouteKill(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSphinxRideAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSphinxRideAttackReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPechoSpot(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBelowObjBroken(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBindCollidedGround(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBindKeepDemoStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBindKeepDemoExecute(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBindKeepDemoEnd(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBindRecoveryLife(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMayorItemReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMayorItemCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBlowObjAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBlowObjAttackReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgConfirmFrailBox(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgConfirmBrokenFrailBox(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTankLookOn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTankKickHack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTankKickEnemy(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTankBullet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTankBulletNoReaction(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTimerAthleticDemoStart(al::
LiveActor*) -> bool -
auto sendMsgRideOnStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRideOnEnd(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRideOnRelease(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHipDropTransformTransform(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHipDropTransformReverse(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHipDropTransformingUp(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHipDropTransformingDown(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHipDropTransformingFinish(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgClearFire(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgCollectAnimalTouchCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossKnuckleCounter(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossKnuckleFallAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossKnuckleHackAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossKnuckleKillerAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossKnuckleIceConflict(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossKnuckleIceFallToMummy(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSkaterAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnableInSaucePan(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEnableMapCheckPointWarp(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgStartInSaucePan(al::
HitSensor* source, al:: HitSensor* target, bool) -> bool -
auto sendMsgEndInSaucePan(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgLineDancerLink(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgLongPushSensorHit(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgLongPushBoxHit(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGoldHammerAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTrashBoxIn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTouchDoorDrumn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKuribo2DTouch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKuriboCollisionDamage(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKuriboCollisionKill(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKuriboFlick(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKuriboTowerOn(al::
HitSensor* source, al:: HitSensor* target, u32) -> bool -
auto sendMsgPartyPopperSoundAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgYokinBallAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgYoshiDirectEat(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgYoshiTongueAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgYoshiTongueEatBind(al::
HitSensor* source, al:: HitSensor* target, f32*, f32*, f32*) -> bool -
auto sendMsgYoshiTongueEatBindCancel(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgYoshiTongueEatBindFinish(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgYoshiTongueEatHomingTarget(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgYukimaruPush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPunchMachinePunchStraight(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPunchMachinePunchHook(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPunchMachinePunchUpper(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMorningStarWarpStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMorningStarWarpEnd(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGemyAim(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHammerBrosHammerEnemyAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHammerBrosHammerHackAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHammerBrosHammerSearch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHackBrosContact(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMotorcycleAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMotorcycleCollideParkingLot(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMotorcycleDashAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgMotorcycleDashCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWanwanEnemyAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWanwanPush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWanwanReboundAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWanwanBlockAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWanwanHoleIn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWaterRoadIn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWaterRoadNear(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBreedaSlap(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBreedaPush(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGamaneBullet(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGamaneBulletThrough(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGamaneBulletForCoinFlower(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgVolleyballNpcScareByEnemy(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRocketFlowerExtension(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgWanderBossCameraRange(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKuriboGirlAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKuriboGirlLove(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKuriboTop(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTRexAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTRexAttackCollideBody(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTRexAttackCollideHead(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTRexDashAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTRexScrollPartsBreakWith(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTsukkunNoTrace(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTouchFireDrum2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPropellerAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTankExplosion(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTankHackTrample(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgUtsuboAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillerAttackNoExplode(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillerMagnumAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgKillerMagnumHackAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGabuzouAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgStackerRollingAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgStackerCapBoostAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgIgnoreIgnitionBomb(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgExplosionReflectBomb(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGolemStampPress(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSwitchOnWithSaveRequest(al::
LiveActor*, SaveObjInfo*) -> bool -
auto sendMsgWanwanReboundAttackToCollided(const al::
LiveActor*, al:: HitSensor*) -> bool -
auto sendMsgWanwanBlockAttackToCollided(const al::
LiveActor*, al:: HitSensor*) -> bool -
auto sendMsgDigPointSmell(al::
HitSensor* source, al:: HitSensor* target, DigPoint*) -> bool -
auto sendMsgMofumofuBodyChainExplode(al::
HitSensor* source, al:: HitSensor* target, s32) -> bool -
auto sendMsgMoonBasementRockThroughCollision(al::
HitSensor* source, al:: HitSensor* target, bool) -> bool -
auto sendMsgFishingWait(al::
HitSensor* source, al:: HitSensor* target, al:: HitSensor*) -> bool -
auto sendMsgFishingUpImmediately(al::
HitSensor* source, al:: HitSensor* target, const sead:: Matrix34f&, const sead:: Vector3f&, const char*) -> bool -
auto sendMsgGunetterPush(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, f32) -> bool -
auto sendMsgTestPunch(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, s32, s32) -> bool -
auto sendMsgTestPunchStrong(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, s32, s32) -> bool -
auto sendMsgPunchGuard(al::
HitSensor* source, al:: HitSensor* target, s32, s32) -> bool -
auto sendMsgTsukkunThrust(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, s32, bool) -> bool -
auto sendMsgTsukkunThrustSpin(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, s32, bool) -> bool -
auto sendMsgTsukkunThrustReflect(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, s32, bool) -> bool -
auto sendMsgTsukkunThrustCollide(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, s32, bool) -> bool -
auto sendMsgTsukkunThrustHitReflectCollide(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, s32, bool) -> bool -
auto sendMsgTsukkunThrustReflectCollide(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, s32, bool) -> bool -
auto sendMsgTsukkunThrustHole(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgTsukkunThroughCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTsukkunHoldCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTsukkunForceCancelCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgNetworkShootingShot(al::
HitSensor* source, al:: HitSensor* target, s32) -> bool -
auto sendMsgNetworkShootingChargeShot(al::
HitSensor* source, al:: HitSensor* target, s32) -> bool -
auto sendMsgRequestPlayerJumpBreakFloor(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRequestPlayerJump(al::
HitSensor* source, al:: HitSensor* target, f32) -> bool -
auto sendMsgRequestPlayerTrampleJump(al::
HitSensor* source, al:: HitSensor* target, f32) -> bool -
auto sendMsgRequestPlayerSpinJump(al::
HitSensor* source, al:: HitSensor* target, f32) -> bool -
auto sendMsgRequestSphinxJump(al::
HitSensor* source, al:: HitSensor* target, f32) -> bool -
auto sendMsgIgnoreTouchTarget(al::
HitSensor* source, al:: HitSensor* target) -> bool - auto sendMsgIgnoreTouchTarget(al::ScreenPointer*, al::ScreenPointTarget*) -> bool
-
auto sendMsgInitTouchTargetInfo(al::
HitSensor* source, al:: HitSensor* target, TouchTargetInfo*, const sead:: Vector3f*) -> bool -
auto sendMsgInitTouchTargetInfo(al::ScreenPointer*,
al::ScreenPointTarget*,
TouchTargetInfo*,
const sead::
Vector3f*) -> bool -
auto sendMsgCollisionImpulse(al::
HitSensor* source, al:: HitSensor* target, sead:: Vector3f*, const sead:: Vector3f&, f32, const sead:: Vector3f&, f32) -> bool -
auto sendMsgWhipHold(al::
HitSensor* source, al:: HitSensor* target, WhipTargetInfo*) -> bool -
auto sendMsgWhipBind(al::
HitSensor* source, al:: HitSensor* target, WhipTargetInfo*) -> bool -
auto sendMsgWhipThrow(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgMagnet(al::
HitSensor* source, al:: HitSensor* target, bool) -> bool -
auto sendMsgMagnetBulletAttack(al::
HitSensor* source, al:: HitSensor* target, f32) -> bool -
auto sendMsgDashPanel(al::
HitSensor* source, al:: HitSensor* target, s32) -> bool -
auto sendMsgTrampolineCrackJump(al::
HitSensor* source, al:: HitSensor* target, f32, f32) -> bool -
auto sendMsgCapTouchWall(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgCapRethrow(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgCapRethrowReturnOnly(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgCapChangeGiant(al::
HitSensor* source, al:: HitSensor* target, f32, s32) -> bool -
auto sendMsgPackunEatCancel(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgPackunEatEnd(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgPackunEatStartFollow(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f*) -> bool -
auto sendMsgFireBlowerAttack(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&, f32) -> bool -
auto sendMsgPaint(al::
HitSensor* source, al:: HitSensor* target, const sead:: Color4u8&, s32, s32) -> bool -
auto sendMsgPaintTexture(al::
HitSensor* source, al:: HitSensor* target, s32, f32, s32) -> bool -
auto sendMsgCheckPaintClear(al::
HitSensor* source, al:: HitSensor* target, const sead:: Color4u8&, const sead:: Vector3f&, s32) -> bool -
auto sendMsgCheckPaintAlpha(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgByugoBlow(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgHackDirectStageInit(al::
HitSensor* source, al:: HitSensor* target, IUsePlayerHack*) -> bool -
auto sendMsgObjSnapForce(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgCapBeamerBeam(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHosuiAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHosuiAttackCollide(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHosuiAttackNoEffect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHosuiAttackStrong(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHosuiTouch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHosuiTrample(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHosuiTrampleReflect(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgHosuiTrampleReflectHigh(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBubbleAttack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBubbleAttackToPecho(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBubbleReflectH(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBubbleReflectV(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBubbleWallTouch(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBubbleGroundTouchTrigger(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBubbleLauncherStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSenobiPartsMove(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, f32) -> bool -
auto sendMsgStampTo2D(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgAirExplosion(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgPushVelocity(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgGhostRecordStartOk(al::
HitSensor* source, al:: HitSensor* target, const char*) -> bool -
auto sendMsgSandGeyserRaise(al::
HitSensor* source, al:: HitSensor* target, f32, f32) -> bool -
auto sendMsgRaceWait(al::
LiveActor*) -> bool -
auto sendMsgRaceStart(al::
LiveActor*) -> bool -
auto sendMsgRaceStop(al::
LiveActor*) -> bool -
auto sendMsgRaceReturnToCourse(al::
LiveActor*, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgPlayerLookAtPosition(al::
HitSensor* source, al:: HitSensor* target, sead:: Vector3f*) -> bool -
auto sendMsgTargetMarkerPosition(al::
HitSensor* source, al:: HitSensor* target, sead:: Vector3f*) -> bool -
auto sendMsgHackBlowJump(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, f32) -> bool -
auto sendMsgGolemStampPushV(al::
HitSensor* source, al:: HitSensor* target, f32) -> bool -
auto sendMsgGolemStampPushH(al::
HitSensor* source, al:: HitSensor* target, f32) -> bool -
auto sendMsgRequestPlayerWaitAnimDigPoint(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEventFlowScareCheck(al::
HitSensor* source, al:: HitSensor* target, al::EventFlowExecutor*) -> bool -
auto sendMsgPlayerItemGetAll(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPlayerItemGetAll2D(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgTRexAttackAll(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgSeedTouch(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgSphinxRideAttackTouchThrough(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto sendMsgSphinxRideAttackTouch(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&, const sead:: Vector3f&) -> bool - auto isMsgAckCheckpoint(const al::SensorMsg*) -> bool
- auto isMsgAckGetShine(const al::SensorMsg*) -> bool
- auto isMsgAckLifeUp(const al::SensorMsg*) -> bool
- auto isMsgAckLifeMaxUp(const al::SensorMsg*) -> bool
- auto isMsgAskRailCollision(const al::SensorMsg*) -> bool
- auto isMsgAttachCactusNeedle(const al::SensorMsg*) -> bool
- auto isMsgAirExplosion(const al::SensorMsg*) -> bool
- auto isMsgBelowObjBroken(const al::SensorMsg*) -> bool
- auto isMsgBindCollidedGround(const al::SensorMsg*) -> bool
- auto isMsgBindKeepDemoStart(const al::SensorMsg*) -> bool
- auto isMsgBindKeepDemoExecute(const al::SensorMsg*) -> bool
- auto isMsgBindKeepDemoEnd(const al::SensorMsg*) -> bool
- auto isMsgBindRecoveryLife(const al::SensorMsg*) -> bool
- auto isMsgBirdFlyAway(const al::SensorMsg*) -> bool
- auto isMsgBlowObjAttack(const al::SensorMsg*) -> bool
- auto isMsgMayorItemCollide(const al::SensorMsg*) -> bool
- auto isMsgMayorItemReflect(const al::SensorMsg*) -> bool
- auto isMsgBlowObjAttackReflect(const al::SensorMsg*) -> bool
- auto isMsgBossKnuckleCounter(const al::SensorMsg*) -> bool
- auto isMsgBossKnuckleFallAttack(const al::SensorMsg*) -> bool
- auto isMsgBossKnuckleHackAttack(const al::SensorMsg*) -> bool
- auto isMsgBossKnuckleIceConflict(const al::SensorMsg*) -> bool
- auto isMsgBossKnuckleIceFallToMummy(const al::SensorMsg*) -> bool
- auto isMsgBossKnuckleKillerAttack(const al::SensorMsg*) -> bool
- auto isMsgBreakPartsBreak(const al::SensorMsg*) -> bool
- auto isMsgBreedaSlap(const al::SensorMsg*) -> bool
- auto isMsgBreedaPush(const al::SensorMsg*) -> bool
- auto isMsgBubbleAttack(const al::SensorMsg*) -> bool
- auto isMsgBubbleAttackToPecho(const al::SensorMsg*) -> bool
- auto isMsgBubbleLauncherStart(const al::SensorMsg*) -> bool
- auto isMsgBubbleReflectH(const al::SensorMsg*) -> bool
- auto isMsgBubbleReflectV(const al::SensorMsg*) -> bool
- auto isMsgBubbleWallTouch(const al::SensorMsg*) -> bool
- auto isMsgBubbleGroundTouchTrigger(const al::SensorMsg*) -> bool
- auto isMsgBullAttack(const al::SensorMsg*) -> bool
- auto isMsgBullHackAttack(const al::SensorMsg*) -> bool
- auto isMsgBullEnemyAttack(const al::SensorMsg*) -> bool
- auto isMsgByugoBlow(const al::SensorMsg*) -> bool
- auto isMsgCameraAngleElevationResetFast(const al::SensorMsg*) -> bool
- auto isMsgCancelHack(const al::SensorMsg*) -> bool
- auto isMsgCancelHackArea(const al::SensorMsg*) -> bool
- auto isMsgCancelHackByDokan(const al::SensorMsg*) -> bool
- auto isMsgCapAttack(const al::SensorMsg*) -> bool
- auto isMsgCapAttackCollide(const al::SensorMsg*) -> bool
- auto isMsgCapAttackRailMove(const al::SensorMsg*) -> bool
- auto isMsgCapAttackStayRolling(const al::SensorMsg*) -> bool
- auto isMsgCapAttackStayRollingCollide(const al::SensorMsg*) -> bool
- auto isMsgCapBeamerBeam(const al::SensorMsg*) -> bool
- auto isMsgCapCancelLockOn(const al::SensorMsg*) -> bool
- auto isMsgCapChangeGiant(const al::SensorMsg*) -> bool
- auto isMsgCapEnableLockOn(const al::SensorMsg*) -> bool
- auto isMsgCapStartLockOn(const al::SensorMsg*) -> bool
- auto isMsgCapKeepLockOn(const al::SensorMsg*) -> bool
- auto isMsgCapGiantAttack(const al::SensorMsg*) -> bool
- auto isMsgCapHipDrop(const al::SensorMsg*) -> bool
- auto isMsgCapObjHipDrop(const al::SensorMsg*) -> bool
- auto isMsgCapObjHipDropReflect(const al::SensorMsg*) -> bool
- auto isMsgCapIgnoreCancelLockOn(const al::SensorMsg*) -> bool
- auto isMsgCapIgnoreCancelMissReaction(const al::SensorMsg*) -> bool
- auto isMsgCapIgnoreCollisionCheck(const al::SensorMsg*) -> bool
- auto isMsgCapItemGet(const al::SensorMsg*) -> bool
- auto isMsgCapReflect(const al::SensorMsg*) -> bool
- auto isMsgCapReflectCollide(const al::SensorMsg*) -> bool
- auto isMsgCapRethrow(const al::SensorMsg*) -> bool
- auto isMsgCapTouchWall(const al::SensorMsg*) -> bool
- auto isMsgCapTrampolineAttack(const al::SensorMsg*) -> bool
- auto isMsgCatchBombThrough(const al::SensorMsg*) -> bool
- auto isMsgCheckCarObstacle(const al::SensorMsg*) -> bool
- auto isMsgCheckIsCardboardBox(const al::SensorMsg*) -> bool
- auto isMsgChorobonAttack(const al::SensorMsg*) -> bool
- auto isMsgClearFire(const al::SensorMsg*) -> bool
- auto isMsgCollectAnimalTouchCollide(const al::SensorMsg*) -> bool
- auto isMsgCollisionImpulse(const al::SensorMsg*) -> bool
- auto isMsgConductLightning(const al::SensorMsg*) -> bool
- auto isMsgConfirmFrailBox(const al::SensorMsg*) -> bool
- auto isMsgConfirmBrokenFrailBox(const al::SensorMsg*) -> bool
- auto isMsgDamageBallAttack(const al::SensorMsg*) -> bool
- auto isMsgDamageBallBodyAttack(const al::SensorMsg*) -> bool
- auto isMsgDigPointSmell(const al::SensorMsg*) -> bool
- auto isMsgDonsukeAttack(const al::SensorMsg*) -> bool
- auto isMsgDonsukeGroundAttack(const al::SensorMsg*) -> bool
- auto isMsgDonsukePush(const al::SensorMsg*) -> bool
- auto isMsgDragonAttack(const al::SensorMsg*) -> bool
- auto isMsgEatExplosion(const al::SensorMsg*) -> bool
- auto isMsgElectricWireNoLimitDistance(const al::SensorMsg*) -> bool
- auto isMsgEnableInSaucePan(const al::SensorMsg*) -> bool
- auto isMsgEnableMapCheckPointWarp(const al::SensorMsg*) -> bool
- auto isMsgEndInSaucePan(const al::SensorMsg*) -> bool
- auto isMsgEnemyAttack2D(const al::SensorMsg*) -> bool
- auto isMsgEnemyAttack3D(const al::SensorMsg*) -> bool
- auto isMsgEnemyAttackDash(const al::SensorMsg*) -> bool
- auto isMsgFireBrosFireBallCollide(const al::SensorMsg*) -> bool
- auto isMsgFireDamageAll(const al::SensorMsg*) -> bool
- auto isMsgHackAttackFire(const al::SensorMsg*) -> bool
- auto isMsgFireSwitchFire(const al::SensorMsg*) -> bool
- auto isMsgEnemyAttackFireCollision(const al::SensorMsg*) -> bool
- auto isMsgEnemyAttackTRex(const al::SensorMsg*) -> bool
- auto isMsgPoisonDamageAll(const al::SensorMsg*) -> bool
- auto isMsgEnemyAttackPoison(const al::SensorMsg*) -> bool
- auto isMsgHackAttackPoison(const al::SensorMsg*) -> bool
- auto isMsgPaintAttackPoison(const al::SensorMsg*) -> bool
- auto isMsgConfirmPaintObj(const al::SensorMsg*) -> bool
- auto isMsgConfirmPaintObjForSeed(const al::SensorMsg*) -> bool
- auto isMsgEnemyAttackStrong(const al::SensorMsg*) -> bool
- auto isMsgEnemyKick(const al::SensorMsg*) -> bool
- auto isMsgRabbitKick(const al::SensorMsg*) -> bool
- auto isMsgEnemyObjBreak(const al::SensorMsg*) -> bool
- auto isMsgFireBlowerAttack(const al::SensorMsg*) -> bool
- auto isMsgFishingAttack(const al::SensorMsg*) -> bool
- auto isMsgFishingCancel(const al::SensorMsg*) -> bool
- auto isMsgFishingFishApproach(const al::SensorMsg*) -> bool
- auto isMsgFishingFishFloatTouch(const al::SensorMsg*) -> bool
- auto isMsgFishingItemGet(const al::SensorMsg*) -> bool
- auto isMsgFishingLineTouch(const al::SensorMsg*) -> bool
- auto isMsgFishingStart(const al::SensorMsg*) -> bool
- auto isMsgFishingUpImmediately(const al::SensorMsg*) -> bool
- auto isMsgFishingUpImmediatelyPrepare(const al::SensorMsg*) -> bool
- auto isMsgFishingWait(const al::SensorMsg*) -> bool
- auto isMsgFrogHackTrample(const al::SensorMsg*) -> bool
- auto isMsgGamaneBullet(const al::SensorMsg*) -> bool
- auto isMsgGamaneBulletThrough(const al::SensorMsg*) -> bool
- auto isMsgGamaneBulletForCoinFlower(const al::SensorMsg*) -> bool
- auto isMsgGemyAim(const al::SensorMsg*) -> bool
- auto isMsgGhostCancel(const al::SensorMsg*) -> bool
- auto isMsgGhostPlay(const al::SensorMsg*) -> bool
- auto isMsgGhostRecordEnd(const al::SensorMsg*) -> bool
- auto isMsgGhostRecordStart(const al::SensorMsg*) -> bool
- auto isMsgGhostRecordStartOk(const al::SensorMsg*) -> bool
- auto isMsgGhostReverse(const al::SensorMsg*) -> bool
- auto isMsgGhostStop(const al::SensorMsg*) -> bool
- auto isMsgGiantWanderBossAttack(const al::SensorMsg*) -> bool
- auto isMsgGiantWanderBossBulletAttack(const al::SensorMsg*) -> bool
- auto isMsgGiantWanderBossBulletPush(const al::SensorMsg*) -> bool
- auto isMsgGoldHammerAttack(const al::SensorMsg*) -> bool
- auto isMsgGrowFlowerSeedDisablePush(const al::SensorMsg*) -> bool
- auto isMsgGrowFlowerSeedNear(const al::SensorMsg*) -> bool
- auto isMsgGrowPlantPush(const al::SensorMsg*) -> bool
- auto isMsgGrowerAttack(const al::SensorMsg*) -> bool
- auto isMsgGrowerWallAttack(const al::SensorMsg*) -> bool
- auto isMsgGunetterAttack(const al::SensorMsg*) -> bool
- auto isMsgGunetterBodyTouch(const al::SensorMsg*) -> bool
- auto isMsgGunetterPush(const al::SensorMsg*) -> bool
- auto isMsgHackAttack(const al::SensorMsg*) -> bool
- auto isMsgHackAttackKick(const al::SensorMsg*) -> bool
- auto isMsgHackAttackMapObj(const al::SensorMsg*) -> bool
- auto isMsgHackBrosContact(const al::SensorMsg*) -> bool
- auto isMsgHackDeathAreaSelfCheck(const al::SensorMsg*) -> bool
- auto isMsgHackDemoEnd(const al::SensorMsg*) -> bool
- auto isMsgHackDemoStart(const al::SensorMsg*) -> bool
- auto isMsgHackInvalidEscape(const al::SensorMsg*) -> bool
- auto isMsgHackInvalidEscapeNoReaction(const al::SensorMsg*) -> bool
- auto isMsgHackMarioCheckpointFlagWarp(const al::SensorMsg*) -> bool
- auto isMsgHackMarioDead(const al::SensorMsg*) -> bool
- auto isMsgHackMarioDemo(const al::SensorMsg*) -> bool
- auto isMsgHackMarioInWater(const al::SensorMsg*) -> bool
- auto isMsgHackMoveRockForestPush(const al::SensorMsg*) -> bool
- auto isMsgHackSelfCeilingCheckMiss(const al::SensorMsg*) -> bool
- auto isMsgHackSyncDamageVisibility(const al::SensorMsg*) -> bool
- auto isMsgHackUpperPunch(const al::SensorMsg*) -> bool
- auto isMsgHackObjUpperPunch(const al::SensorMsg*) -> bool
- auto isMsgHammerAttackDown(const al::SensorMsg*) -> bool
- auto isMsgHammerAttackSide(const al::SensorMsg*) -> bool
- auto isMsgHammerAttackSideCollide(const al::SensorMsg*) -> bool
- auto isMsgHammerBrosHammerEnemyAttack(const al::SensorMsg*) -> bool
- auto isMsgHammerBrosHammerHackAttack(const al::SensorMsg*) -> bool
- auto isMsgHammerBrosHammerSearch(const al::SensorMsg*) -> bool
- auto isMsgHipDropTransformReverse(const al::SensorMsg*) -> bool
- auto isMsgHipDropTransformTransform(const al::SensorMsg*) -> bool
- auto isMsgHipDropTransformingUp(const al::SensorMsg*) -> bool
- auto isMsgHipDropTransformingDown(const al::SensorMsg*) -> bool
- auto isMsgHipDropTransformingFinish(const al::SensorMsg*) -> bool
- auto isMsgHitGrowFlowerPot(const al::SensorMsg*) -> bool
- auto isMsgHitGrowPlantPot(const al::SensorMsg*) -> bool
- auto isMsgHosuiAttack(const al::SensorMsg*) -> bool
- auto isMsgHosuiAttackCollide(const al::SensorMsg*) -> bool
- auto isMsgHosuiAttackNoEffect(const al::SensorMsg*) -> bool
- auto isMsgHosuiAttackStrong(const al::SensorMsg*) -> bool
- auto isMsgHosuiTouch(const al::SensorMsg*) -> bool
- auto isMsgHosuiTrample(const al::SensorMsg*) -> bool
- auto isMsgHosuiTrampleReflect(const al::SensorMsg*) -> bool
- auto isMsgHosuiTrampleReflectHigh(const al::SensorMsg*) -> bool
- auto isMsgIgnoreTouchTarget(const al::SensorMsg*) -> bool
- auto isMsgIgnorePushMotorcycle(const al::SensorMsg*) -> bool
- auto isMsgIcicleAttack(const al::SensorMsg*) -> bool
- auto isMsgIgnoreMirrorWarp(const al::SensorMsg*) -> bool
- auto isMsgIgnoredByRunawayNpc(const al::SensorMsg*) -> bool
- auto isMsgImplantGrowFlowerSeed(const al::SensorMsg*) -> bool
- auto isMsgInitTouchTargetInfo(const al::SensorMsg*) -> bool
- auto isMsgItemAmiiboKoopa(const al::SensorMsg*) -> bool
- auto isMsgIsExistPukupuku(const al::SensorMsg*) -> bool
- auto isMsgJangoAttack(const al::SensorMsg*) -> bool
- auto isMsgJangoRemoveCap(const al::SensorMsg*) -> bool
- auto isMsgKakkuKick(const al::SensorMsg*) -> bool
- auto isMsgKoopaBindStart(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPlayerFocusTarget(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchFinishL(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchFinishR(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchInvincibleL(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchInvincibleR(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchKnockBackL(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchKnockBackR(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchL(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchR(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapSpinAttack(const al::SensorMsg*) -> bool
- auto isMsgKoopaCatchKoopaCap(const al::SensorMsg*) -> bool
- auto isMsgKoopaDashPunchAttack(const al::SensorMsg*) -> bool
- auto isMsgKoopaFire2D(const al::SensorMsg*) -> bool
- auto isMsgKoopaFireBallAttack(const al::SensorMsg*) -> bool
- auto isMsgKoopaHackDamage(const al::SensorMsg*) -> bool
- auto isMsgKoopaHackPunch(const al::SensorMsg*) -> bool
- auto isMsgKoopaHackPunchCollide(const al::SensorMsg*) -> bool
- auto isMsgKoopaHackTrample(const al::SensorMsg*) -> bool
- auto isMsgKoopaInvalidHackPunchFaceToCollision(const al::SensorMsg*) -> bool
- auto isMsgKoopaRingBeamInvalidTouch(const al::SensorMsg*) -> bool
- auto isMsgKoopaTailAttack(const al::SensorMsg*) -> bool
- auto isMsgKoopaTouchFloor(const al::SensorMsg*) -> bool
- auto isMsgKouraAttack2D(const al::SensorMsg*) -> bool
- auto isMsgKouraItemGet2D(const al::SensorMsg*) -> bool
- auto isMsgKuribo2DTouch(const al::SensorMsg*) -> bool
- auto isMsgKuriboCollisionDamage(const al::SensorMsg*) -> bool
- auto isMsgKuriboCollisionKill(const al::SensorMsg*) -> bool
- auto isMsgKuriboFlick(const al::SensorMsg*) -> bool
- auto isMsgKuriboGirlAttack(const al::SensorMsg*) -> bool
- auto isMsgKuriboGirlLove(const al::SensorMsg*) -> bool
- auto isMsgKuriboTop(const al::SensorMsg*) -> bool
- auto isMsgKuriboTowerNum(const al::SensorMsg*) -> bool
- auto isMsgLaunchBlow(const al::SensorMsg*) -> bool
- auto isMsgLineDancerLink(const al::SensorMsg*) -> bool
- auto isMsgLongPushSensorHit(const al::SensorMsg*) -> bool
- auto isMsgLongPushBoxHit(const al::SensorMsg*) -> bool
- auto isMsgMagnetBulletAttack(const al::SensorMsg*) -> bool
- auto isMsgMeganeAttack(const al::SensorMsg*) -> bool
- auto isMsgMeganeHackTrample(const al::SensorMsg*) -> bool
- auto isMsgMofumofuBodyChainExplode(const al::SensorMsg*) -> bool
- auto isMsgMofumofuBulletUnexplosion(const al::SensorMsg*) -> bool
- auto isMsgMoonBasementAttackMeteor(const al::SensorMsg*) -> bool
- auto isMsgMoonBasementBreakShockwaveMeteor(const al::SensorMsg*) -> bool
- auto isMsgMoonBasementRockSyncClippingRegist(const al::SensorMsg*) -> bool
- auto isMsgMoonBasementRockSyncClippingInvalidate(const al::SensorMsg*) -> bool
- auto isMsgMoonBasementRockSyncClippingValidate(const al::SensorMsg*) -> bool
- auto isMsgMoonBasementRockThroughCollision(const al::SensorMsg*) -> bool
- auto isMsgMorningStarWarpEnd(const al::SensorMsg*) -> bool
- auto isMsgMorningStarWarpStart(const al::SensorMsg*) -> bool
- auto isMsgMotorcycleAttack(const al::SensorMsg*) -> bool
- auto isMsgMotorcycleCollideParkingLot(const al::SensorMsg*) -> bool
- auto isMsgMotorcycleDashAttack(const al::SensorMsg*) -> bool
- auto isMsgMotorcycleDashCollide(const al::SensorMsg*) -> bool
- auto isMsgCactusNeedleAttack(const al::SensorMsg*) -> bool
- auto isMsgCactusNeedleAttackStrong(const al::SensorMsg*) -> bool
- auto isMsgNoLimitTouchJump(const al::SensorMsg*) -> bool
- auto isMsgNoticePlayerDamage(const al::SensorMsg*) -> bool
- auto isMsgNpcScareByEnemy(const al::SensorMsg*) -> bool
- auto isMsgVolleyballNpcScareByEnemy(const al::SensorMsg*) -> bool
- auto isMsgObjSnapForce(const al::SensorMsg*) -> bool
- auto isMsgPackunEatCancel(const al::SensorMsg*) -> bool
- auto isMsgPackunEatEnd(const al::SensorMsg*) -> bool
- auto isMsgPackunEatStart(const al::SensorMsg*) -> bool
- auto isMsgPackunEatStartFollow(const al::SensorMsg*) -> bool
- auto isMsgPaint(const al::SensorMsg*) -> bool
- auto isMsgPaintTexture(const al::SensorMsg*) -> bool
- auto isMsgCheckPaintClear(const al::SensorMsg*) -> bool
- auto isMsgCheckPaintAlpha(const al::SensorMsg*) -> bool
- auto isMsgPartyPopperSoundAttack(const al::SensorMsg*) -> bool
- auto isMsgPechoSpot(const al::SensorMsg*) -> bool
- auto isMsgPlayerBallToss(const al::SensorMsg*) -> bool
- auto isMsgPlayerCarryCameraSubjectiveStart(const al::SensorMsg*) -> bool
- auto isMsgPlayerCarryCameraSubjectiveEnd(const al::SensorMsg*) -> bool
- auto isMsgPlayerCarryShineGetStart(const al::SensorMsg*) -> bool
- auto isMsgPlayerCarryShineGetEnd(const al::SensorMsg*) -> bool
- auto isMsgPlayerCapCatch(const al::SensorMsg*) -> bool
- auto isMsgPlayerCapHipDrop(const al::SensorMsg*) -> bool
- auto isMsgPlayerCapPush(const al::SensorMsg*) -> bool
- auto isMsgPlayerCapRecovery(const al::SensorMsg*) -> bool
- auto isMsgPlayerCapTouchJump(const al::SensorMsg*) -> bool
- auto isMsgPlayerCapTrample(const al::SensorMsg*) -> bool
- auto isMsgPlayerCoinDashGet(const al::SensorMsg*) -> bool
- auto isMsgPlayerEyePriorityTarget(const al::SensorMsg*) -> bool
- auto isMsgPlayerDisregardHomingAttack(const al::SensorMsg*) -> bool
- auto isMsgPlayerDisregardTargetMarker(const al::SensorMsg*) -> bool
- auto isMsgPlayerEquipKoopaCap(const al::SensorMsg*) -> bool
- auto isMsgPlayerFireBallAttack2D(const al::SensorMsg*) -> bool
- auto isMsgPlayerFireBallAttack3D(const al::SensorMsg*) -> bool
- auto isMsgPlayerHipDropDemoTrigger(const al::SensorMsg*) -> bool
- auto isMsgPlayerHipDropHipDropSwitch(const al::SensorMsg*) -> bool
- auto isMsgPlayerItemGet2D(const al::SensorMsg*) -> bool
- auto isMsgPlayerJumpTakeOffFloor(const al::SensorMsg*) -> bool
- auto isMsgPlayerObjectWallHit(const al::SensorMsg*) -> bool
- auto isMsgPlayerObjLeapFrog(const al::SensorMsg*) -> bool
- auto isMsgPlayerPenguinAttack(const al::SensorMsg*) -> bool
- auto isMsgPlayerPenguinAttackReflect(const al::SensorMsg*) -> bool
- auto isMsgPlayerPoleClimbKeep(const al::SensorMsg*) -> bool
- auto isMsgPlayerPoleClimbReaction(const al::SensorMsg*) -> bool
- auto isMsgPlayerRabbitGet(const al::SensorMsg*) -> bool
- auto isMsgPlayerRollingObjHit(const al::SensorMsg*) -> bool
- auto isMsgPlayerRollingWallHitDown(const al::SensorMsg*) -> bool
- auto isMsgPlayerRollingWallHitMove(const al::SensorMsg*) -> bool
- auto isMsgPlayerStartGrabCeil(const al::SensorMsg*) -> bool
- auto isMsgPlayerStartWallJump(const al::SensorMsg*) -> bool
- auto isMsgPlayerEndGrabCeil(const al::SensorMsg*) -> bool
- auto isMsgPlayerSwordAttack(const al::SensorMsg*) -> bool
- auto isMsgPlayerTouchFloorJumpCode(const al::SensorMsg*) -> bool
- auto isMsgPlayerTrample2D(const al::SensorMsg*) -> bool
- auto isMsgPlayerUpperPunch2D(const al::SensorMsg*) -> bool
- auto isMsgPlayerObjUpperPunch2D(const al::SensorMsg*) -> bool
- auto isMsgPropellerAttack(const al::SensorMsg*) -> bool
- auto isMsgPukupukuDash(const al::SensorMsg*) -> bool
- auto isMsgPukupukuKiss(const al::SensorMsg*) -> bool
- auto isMsgPukupukuRollingAttack(const al::SensorMsg*) -> bool
- auto isMsgPunchMachinePunchHook(const al::SensorMsg*) -> bool
- auto isMsgPunchMachinePunchStraight(const al::SensorMsg*) -> bool
- auto isMsgPunchMachinePunchUpper(const al::SensorMsg*) -> bool
- auto isMsgPush2D(const al::SensorMsg*) -> bool
- auto isMsgPushToFish(const al::SensorMsg*) -> bool
- auto isMsgPushToMotorcycle(const al::SensorMsg*) -> bool
- auto isMsgPushToPlayer(const al::SensorMsg*) -> bool
- auto isMsgRadishAttack(const al::SensorMsg*) -> bool
- auto isMsgRadishReflect(const al::SensorMsg*) -> bool
- auto isMsgRaceStart(const al::SensorMsg*) -> bool
- auto isMsgRaceStop(const al::SensorMsg*) -> bool
- auto isMsgRaceWait(const al::SensorMsg*) -> bool
- auto isMsgRequestChangeFireFlower(const al::SensorMsg*) -> bool
- auto isMsgRequestChangeKinokoSuper(const al::SensorMsg*) -> bool
- auto isMsgRequestPlayerJumpBreakFloor(const al::SensorMsg*) -> bool
- auto isMsgRequestPlayerJump(const al::SensorMsg*) -> bool
- auto isMsgRequestPlayerTrampleJump(const al::SensorMsg*) -> bool
- auto isMsgRequestPlayerSpinJump(const al::SensorMsg*) -> bool
- auto isMsgRequestSphinxJump(const al::SensorMsg*) -> bool
- auto isMsgRideOnEnd(const al::SensorMsg*) -> bool
- auto isMsgRideOnRelease(const al::SensorMsg*) -> bool
- auto isMsgRideOnStart(const al::SensorMsg*) -> bool
- auto isMsgRocketFlowerExtension(const al::SensorMsg*) -> bool
- auto isMsgSandSharkAttack(const al::SensorMsg*) -> bool
- auto isMsgSeedAttack(const al::SensorMsg*) -> bool
- auto isMsgSeedAttackBig(const al::SensorMsg*) -> bool
- auto isMsgSeedAttackHold(const al::SensorMsg*) -> bool
- auto isMsgSeedItemGet(const al::SensorMsg*) -> bool
- auto isMsgSeedReflect(const al::SensorMsg*) -> bool
- auto isMsgSeedTouch(const al::SensorMsg*) -> bool
- auto isMsgSenobiCancelStretch(const al::SensorMsg*) -> bool
- auto isMsgSenobiPunchBlockTransparent(const al::SensorMsg*) -> bool
- auto isMsgSenobiPartsMove(const al::SensorMsg*) -> bool
- auto isMsgSenobiTrample(const al::SensorMsg*) -> bool
- auto isMsgShibakenApproach(const al::SensorMsg*) -> bool
- auto isMsgShibakenKick(const al::SensorMsg*) -> bool
- auto isMsgSkaterAttack(const al::SensorMsg*) -> bool
- auto isMsgSpherePush(const al::SensorMsg*) -> bool
- auto isMsgSphinxJumpAttack(const al::SensorMsg*) -> bool
- auto isMsgSphinxQuizRouteKill(const al::SensorMsg*) -> bool
- auto isMsgSphinxRideAttack(const al::SensorMsg*) -> bool
- auto isMsgSphinxRideAttackReflect(const al::SensorMsg*) -> bool
- auto isMsgSphinxRideAttackTouchThrough(const al::SensorMsg*) -> bool
- auto isMsgSphinxRideAttackTouch(const al::SensorMsg*) -> bool
- auto isMsgStampTo2D(const al::SensorMsg*) -> bool
- auto isMsgStartHack(const al::SensorMsg*) -> bool
- auto isMsgStartInSaucePan(const al::SensorMsg*) -> bool
- auto isMsgStatueDrop(const al::SensorMsg*) -> bool
- auto isMsgStatueTrampleReflect(const al::SensorMsg*) -> bool
- auto isMsgStatuePush(const al::SensorMsg*) -> bool
- auto isMsgStatueSnap(const al::SensorMsg*) -> bool
- auto isMsgSunshineAttack(const al::SensorMsg*) -> bool
- auto isMsgTankBullet(const al::SensorMsg*) -> bool
- auto isMsgTankBulletNoReaction(const al::SensorMsg*) -> bool
- auto isMsgTankExplosion(const al::SensorMsg*) -> bool
- auto isMsgTankHackTrample(const al::SensorMsg*) -> bool
- auto isMsgTankKickHack(const al::SensorMsg*) -> bool
- auto isMsgTankKickEnemy(const al::SensorMsg*) -> bool
- auto isMsgTankLookOn(const al::SensorMsg*) -> bool
- auto isMsgTestPunch(const al::SensorMsg*) -> bool
- auto isMsgTestPunchStrong(const al::SensorMsg*) -> bool
- auto isMsgTimerAthleticDemoStart(const al::SensorMsg*) -> bool
- auto isMsgTouchDoorDrumn(const al::SensorMsg*) -> bool
- auto isMsgTouchFireDrum2D(const al::SensorMsg*) -> bool
- auto isMsgTrashBoxIn(const al::SensorMsg*) -> bool
- auto isMsgTRexAttack(const al::SensorMsg*) -> bool
- auto isMsgTRexAttackCollideAll(const al::SensorMsg*) -> bool
- auto isMsgTRexAttackCollideBody(const al::SensorMsg*) -> bool
- auto isMsgTRexAttackCollideHead(const al::SensorMsg*) -> bool
- auto isMsgTRexDashAttack(const al::SensorMsg*) -> bool
- auto isMsgTRexScrollPartsBreakWith(const al::SensorMsg*) -> bool
- auto isMsgTsukkunForceCancelCollide(const al::SensorMsg*) -> bool
- auto isMsgTsukkunHoldCollide(const al::SensorMsg*) -> bool
- auto isMsgTsukkunThroughCollide(const al::SensorMsg*) -> bool
- auto isMsgTsukkunThrustAll(const al::SensorMsg*) -> bool
- auto isMsgTsukkunThrust(const al::SensorMsg*, bool*) -> bool
- auto isMsgTsukkunThrustCollide(const al::SensorMsg*, bool*) -> bool
- auto isMsgTsukkunNoTrace(const al::SensorMsg*) -> bool
- auto isMsgTsukkunThrustHole(const al::SensorMsg*) -> bool
- auto isMsgUtsuboAttack(const al::SensorMsg*) -> bool
- auto isMsgWanderBossCameraRange(const al::SensorMsg*) -> bool
- auto isMsgWanwanEnemyAttack(const al::SensorMsg*) -> bool
- auto isMsgWanwanBlockAttack(const al::SensorMsg*) -> bool
- auto isMsgWanwanHoleIn(const al::SensorMsg*) -> bool
- auto isMsgWaterRoadIn(const al::SensorMsg*) -> bool
- auto isMsgWaterRoadNear(const al::SensorMsg*) -> bool
- auto isMsgWanwanPush(const al::SensorMsg*) -> bool
- auto isMsgWanwanReboundAttack(const al::SensorMsg*) -> bool
- auto isMsgWeaponItemGet(const al::SensorMsg*) -> bool
- auto isMsgWhipAttack(const al::SensorMsg*) -> bool
- auto isMsgWhipBind(const al::SensorMsg*) -> bool
- auto isMsgWhipHold(const al::SensorMsg*) -> bool
- auto isMsgWhipThrow(const al::SensorMsg*) -> bool
- auto isMsgYokinBallAttack(const al::SensorMsg*) -> bool
- auto isMsgYoshiDirectEat(const al::SensorMsg*) -> bool
- auto isMsgYoshiTongueAttack(const al::SensorMsg*) -> bool
- auto isMsgYoshiTongueEatBind(const al::SensorMsg*) -> bool
- auto isMsgYoshiTongueEatBindCancel(const al::SensorMsg*) -> bool
- auto isMsgYoshiTongueEatBindFinish(const al::SensorMsg*) -> bool
- auto isMsgYoshiTongueEatHomingTarget(const al::SensorMsg*) -> bool
- auto isMsgYukimaruPush(const al::SensorMsg*) -> bool
- auto isMsgKillerAttackNoExplode(const al::SensorMsg*) -> bool
- auto isMsgKillerMagnumAttack(const al::SensorMsg*) -> bool
- auto isMsgKillerMagnumHackAttack(const al::SensorMsg*) -> bool
- auto isMsgGabuzouAttack(const al::SensorMsg*) -> bool
- auto isMsgStackerRollingAttack(const al::SensorMsg*) -> bool
- auto isMsgStackerCapBoostAttack(const al::SensorMsg*) -> bool
- auto isMsgIgnoreIgnitionBomb(const al::SensorMsg*) -> bool
- auto isMsgExplosionReflectBomb(const al::SensorMsg*) -> bool
- auto isMsgGolemStampPress(const al::SensorMsg*) -> bool
- void setMsgYoshiTongueEatBindRadiusAndOffset(const al::SensorMsg*, f32, f32)
- void setMsgYoshiTongueEatBindScale(const al::SensorMsg*, f32)
- auto isMsgTsukkunThrustSpin(const al::SensorMsg*, bool*) -> bool
- auto isMsgTsukkunThrustReflect(const al::SensorMsg*, bool*) -> bool
- auto isMsgTsukkunThrustHitReflectCollide(const al::SensorMsg*, bool*) -> bool
- auto isMsgTsukkunThrustReflectCollide(const al::SensorMsg*, bool*) -> bool
- auto isMsgSwitchOnWithSaveRequest(const al::SensorMsg*, SaveObjInfo**) -> bool
- auto isMsgNpcCapReactionAll(const al::SensorMsg*) -> bool
- auto isMsgHackNpcCapReactionAll(const al::SensorMsg*) -> bool
-
auto checkMsgNpcTrampleReactionAll(const al::SensorMsg*,
const al::
HitSensor*, const al:: HitSensor*, bool) -> bool - auto isMsgPlayerAndCapObjHipDropReflectAll(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchAll(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchInvincibleAll(const al::SensorMsg*) -> bool
- auto isMsgKoopaCapPunchFinishAll(const al::SensorMsg*) -> bool
- auto isMsgItemGet(const al::SensorMsg*) -> bool
- auto isMsgItemGetByWeapon(const al::SensorMsg*) -> bool
- auto isMsgItemGet2D(const al::SensorMsg*) -> bool
- auto isMsgBlockUpperPunch2D(const al::SensorMsg*) -> bool
- auto isMsgItemGetAll(const al::SensorMsg*) -> bool
- auto isMsgShineGet(const al::SensorMsg*) -> bool
- auto isMsgShineGet2D(const al::SensorMsg*) -> bool
- auto isMsgShineReaction(const al::SensorMsg*) -> bool
- auto isMsgKillByShineGet(const al::SensorMsg*) -> bool
- auto isMsgKillByHomeDemo(const al::SensorMsg*) -> bool
- auto isMsgEndHomeDemo(const al::SensorMsg*) -> bool
- auto isMsgBreakBySword(const al::SensorMsg*) -> bool
- auto isMsgPressDown(const al::SensorMsg*) -> bool
- auto isMsgPlayerAndCapObjHipDropAll(const al::SensorMsg*) -> bool
- auto isMsgAttackDirect(const al::SensorMsg*) -> bool
- auto isMsgBlowDown(const al::SensorMsg*) -> bool
- auto isMsgTrampleReflectAll(const al::SensorMsg*) -> bool
- auto isMsgThrowObjHit(const al::SensorMsg*) -> bool
- auto isMsgThrowObjHitReflect(const al::SensorMsg*) -> bool
- auto isMsgPlayerAndCapHipDropAll(const al::SensorMsg*) -> bool
- auto isMsgUpperPunchAll(const al::SensorMsg*) -> bool
-
auto sendMsgBlockUpperPunch2D(al::
HitSensor* source, al:: HitSensor* target) -> bool - auto isMsgBlockReaction2D(const al::SensorMsg*) -> bool
- auto isMsgBlockReaction3D(const al::SensorMsg*) -> bool
- auto isMsgBlockReactionAll(const al::SensorMsg*) -> bool
- auto isMsgBreakFrailBox(const al::SensorMsg*) -> bool
- auto isMsgDamageFrailBox(const al::SensorMsg*) -> bool
- auto isMsgChorobonReaction(const al::SensorMsg*) -> bool
- auto isMsgBreakSignBoard(const al::SensorMsg*) -> bool
- auto isMsgBreakCollapseSandHill(const al::SensorMsg*) -> bool
-
void calcBlowDownDir(sead::
Vector3f*, const al::SensorMsg*, al:: HitSensor* source, al:: HitSensor* target) -
auto tryGetTsukkunThrustDir(sead::
Vector3f*, const al::SensorMsg*) -> bool - auto isMsgPlayerDamage(const al::SensorMsg*) -> bool
- auto isMsgPlayerDamage2D(const al::SensorMsg*) -> bool
- auto isMsgPlayerDamageBlowDown(const al::SensorMsg*) -> bool
- auto isMsgPlayerJumpRequestAll(const al::SensorMsg*) -> bool
-
auto trySendMsgHackPunchToCeil(al::
LiveActor*, al:: HitSensor*) -> bool -
auto trySendMsgHackPunchToSensor(al::
LiveActor*, al:: HitSensor* source, al:: HitSensor* target) -> bool - auto isMsgDashPanel(const al::SensorMsg*, s32*) -> bool
- auto isMsgNetworkShootingShot(const al::SensorMsg*, s32) -> bool
- auto isMsgNetworkShootingChargeShot(const al::SensorMsg*, s32) -> bool
-
auto isMsgRaceReturnToCourse(const al::SensorMsg*,
sead::
Vector3f*, sead:: Vector3f*) -> bool - auto isFallingTargetMoonBasementRock(const al::SensorMsg*) -> bool
-
auto tryGetTestPunchInfo(sead::
Vector3f*, s32*, const al::SensorMsg*, s32) -> bool - auto tryGetTestPunchTeamId(s32*, const al::SensorMsg*) -> bool
- auto tryGetPunchGuard(s32*, const al::SensorMsg*, s32) -> bool
-
auto tryGetTsukkunThrustInfo(sead::
Vector3f*, s32*, const al::SensorMsg*) -> bool -
auto tryGetTsukkunThrustReflectDir(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetTsukkunThrustHole(sead::
Vector3f*, sead:: Vector3f*, const al::SensorMsg*) -> bool - auto tryGetRequestPlayerJumpInfo(f32*, const al::SensorMsg*) -> bool
- auto tryGetRequestPlayerTrampleJumpInfo(f32*, const al::SensorMsg*) -> bool
- auto tryGetRequestPlayerSpinJumpInfo(f32*, const al::SensorMsg*) -> bool
- auto tryGetRequestSphinxJumpInfo(f32*, const al::SensorMsg*) -> bool
- auto tryGetTouchTargetInfo(TouchTargetInfo**, const al::SensorMsg*) -> bool
-
auto tryGetTouchTargetInfoCollisionTouchPos(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryInitTouchTargetInfoBySensorOffset(const al::SensorMsg*,
const al::
HitSensor*, const sead:: Vector3f&, const sead:: Vector3f&) -> bool -
auto tryInitTouchTargetInfoByConnector(const al::SensorMsg*,
const al::MtxConnector*,
const sead::
Vector3f&, const sead:: Vector3f&, bool) -> bool -
auto tryCalcCollisionImpulse(sead::
Vector3f*, f32, const sead:: Vector3f&, f32, const al::SensorMsg*) -> bool -
auto tryInitWhipTarget(const al::SensorMsg*,
al::
HitSensor*, const sead:: Vector3f*) -> bool -
auto tryGetWhipThrowDir(sead::
Vector3f*, const al::SensorMsg*) -> bool - auto tryMagnetPower(bool*, const al::SensorMsg*) -> bool
- auto tryMagnetBulletAttack(f32*, const al::SensorMsg*) -> bool
- auto isMsgTrampolineCrackJump(f32*, f32*, const al::SensorMsg*) -> bool
-
void requestHitReactionToAttacker(const al::SensorMsg*,
const al::
HitSensor*, const al:: HitSensor*) -
void requestHitReactionToAttacker(const al::SensorMsg*,
const al::
HitSensor*, const sead:: Vector3f&) -
auto tryGetCapTouchWallHitPos(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetCapTouchWallNormal(sead::
Vector3f*, const al::SensorMsg*) -> bool - auto isCapRethrowReturnOnly(const al::SensorMsg*) -> bool
-
auto tryGetCapRethrowPos(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetCapRethrowFront(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetCapRethrowUp(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetHackBlowJump(sead::
Vector3f*, f32*, const al::SensorMsg*) -> bool - auto tryGetGolemStampPushV(f32*, const al::SensorMsg*) -> bool
- auto tryGetGolemStampPushH(f32*, const al::SensorMsg*) -> bool
- auto tryGetRequestPlayerWaitAnim(const char**, const al::SensorMsg*) -> bool
- auto tryGetCapChangeGiant(f32*, s32*, const al::SensorMsg*) -> bool
-
auto tryGetByugoBlowForce(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetObjSnapForce(sead::
Vector3f*, const al::SensorMsg*) -> bool -
void getPackunEatCancelPosAndFront(sead::
Vector3f*, sead:: Vector3f*, const al::SensorMsg*) -
auto tryGetPackunEatEndPos(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetPackunEatEndDir(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetPackunEatStartFollowPos(const sead::
Vector3f**, const al::SensorMsg*) -> bool -
auto tryGetFireBlowerAttackPos(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetFireBlowerAttackDir(sead::
Vector3f*, const al::SensorMsg*) -> bool - auto tryGetFireBlowerAttackRadius(f32*, const al::SensorMsg*) -> bool
-
auto tryGetPaintColor(sead::
Color4u8*, const al::SensorMsg*) -> bool - auto tryGetPaintSize(f32*, const al::SensorMsg*) -> bool
- auto tryGetPaintDrawType(s32*, const al::SensorMsg*) -> bool
- auto tryGetPaintTextureSize(f32*, const al::SensorMsg*) -> bool
- auto tryGetPaintTextureRotation(f32*, const al::SensorMsg*) -> bool
- auto tryGetPaintTextureDrawType(s32*, const al::SensorMsg*) -> bool
-
auto tryGetCheckPaintClearColor(sead::
Color4u8*, const al::SensorMsg*) -> bool -
auto tryGetCheckPaintClearPos(sead::
Vector3f*, const al::SensorMsg*) -> bool - auto tryGetCheckPaintClearDrawType(s32*, const al::SensorMsg*) -> bool
-
auto tryGetCheckPaintAlphaPos(sead::
Vector3f*, const al::SensorMsg*) -> bool - auto tryGetSenobiPartsMoveDistance(f32*, const al::SensorMsg*) -> bool
-
auto tryGetSenobiPartsCollidedNormal(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetStampTo2DForce(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto tryGetGhostStartOkObjId(sead::
BufferedSafeStringBase<char>*, const al::SensorMsg*) -> bool -
auto tryGetAirExplosionForce(sead::
Vector3f*, const al::SensorMsg*) -> bool -
auto sendMsgGotogotonOn(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGotogotonGetJumpPath(al::
HitSensor* source, al:: HitSensor* target, al:: ParabolicPath*) -> bool -
auto sendMsgGotogotonGoalExist(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgGotogotonGoalMatch(al::
HitSensor* source, al:: HitSensor* target, const GotogotonMark*) -> bool - auto isMatchGotogotonGoal(const al::SensorMsg*, const GotogotonMark*) -> bool
- auto isMsgGotogotonOn(const al::SensorMsg*) -> bool
- auto isMsgGotogotonGoalExist(const al::SensorMsg*) -> bool
-
auto sendMsgBossMagmaBreathForce(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgBossMagmaCatchPlayer(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossMagmaReleasePlayer(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossMagmaDeadDemoStart(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgBossMagmaDeadDemoEnd(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgBossMagmaResetPos(al::
HitSensor* source, al:: HitSensor* target, const sead:: Vector3f&) -> bool -
auto sendMsgBossMagmaQueryToBubble(al::
HitSensor* source, al:: HitSensor* target) -> bool - auto isMsgBossMagmaCatchPlayer(const al::SensorMsg*) -> bool
- auto isMsgBossMagmaReleasePlayer(const al::SensorMsg*) -> bool
- auto isMsgBossMagmaDeadDemoStart(const al::SensorMsg*) -> bool
- auto isMsgBossMagmaDeadDemoEnd(const al::SensorMsg*) -> bool
-
auto tryGetBossMagmaDeadDemoEndTargetPos(const al::SensorMsg*,
sead::
Vector3f*) -> bool -
auto tryGetBossMagmaBreathForce(const al::SensorMsg*,
sead::
Vector3f*) -> bool -
auto tryGetBossMagmaResetPos(const al::SensorMsg*,
sead::
Vector3f*) -> bool - auto isMsgBossMagmaQueryToBubble(const al::SensorMsg*) -> bool
- auto getMofumofuBodyChainExplodeDelayStep(const al::SensorMsg*) -> s32
- auto isMsgMofumofuReflectAll(const al::SensorMsg*) -> bool
-
void calcFishingUpJugemDir(sead::
Vector3f*, const al::SensorMsg*) -
auto getFishingUpFloatPos(const al::SensorMsg*) -> const sead::
Vector3f& - auto tryGetFishingUpFloatMaterialCode(const al::SensorMsg*) -> const char*
-
auto getFishingHookSensor(const al::SensorMsg*) -> al::
HitSensor* -
auto sendMsgCheckFishingTarget(al::
HitSensor* source, al:: HitSensor* target, const FishingFish*) -> bool - auto isMsgCheckFishingTarget(const al::SensorMsg*) -> bool
- auto getCheckFishingTarget(const al::SensorMsg*) -> const FishingFish*
-
auto getGunetterPushCenter(const al::SensorMsg*) -> const sead::
Vector3f& - auto getGunetterPushRadius(const al::SensorMsg*) -> f32
- auto getNumKuriboTowerOn(const al::SensorMsg*) -> u32
- auto isMsgPlayerLookAtPosition(const al::SensorMsg*) -> bool
-
void setMsgPlayerLookAtPosition(const al::SensorMsg*,
const sead::
Vector3f&) - auto isMsgTargetMarkerPosition(const al::SensorMsg*) -> bool
-
void setMsgTargetMarkerPosition(const al::SensorMsg*,
const sead::
Vector3f&) - auto isMsgSandGeyserRaise(const al::SensorMsg*) -> bool
- auto tryGetSandGeyserRaise(const al::SensorMsg*, f32*, f32*) -> bool
-
void tryTreasureBoxPlayerTrampleJump(al::
LiveActor*, al:: HitSensor* source, al:: HitSensor* target, f32) -
auto sendMsgPushToPlayerAndKillVelocityToTarget(al::
LiveActor*, al:: HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgPushToPlayerAndKillVelocityToTargetH(al::
LiveActor*, al:: HitSensor* source, al:: HitSensor* target) -> bool -
auto tryReceivePushAndAddVelocity(al::
LiveActor*, const al::SensorMsg*) -> bool -
auto tryReceiveMsgPushToPlayerAndAddVelocity(al::
LiveActor*, const al::SensorMsg*, const al:: HitSensor*, const al:: HitSensor*, f32) -> bool -
auto tryReceiveMsgPushToPlayerAndAddVelocityH(al::
LiveActor*, const al::SensorMsg*, const al:: HitSensor*, const al:: HitSensor*, f32) -> bool -
auto tryReceiveMsgPushToPlayerAndCalcPushTrans(sead::
Vector3f*, const al::SensorMsg*, const al:: LiveActor*, const al:: HitSensor*, const al:: HitSensor*, f32) -> bool -
auto tryReceiveMsgPushToHackerAndCalcPushTrans(sead::
Vector3f*, const al::SensorMsg*, const al:: LiveActor*, const al:: HitSensor*, const al:: HitSensor*, f32, bool) -> bool -
auto tryReceiveMsgPushToYoshiNpcAndCalcPushTrans(sead::
Vector3f*, const al::SensorMsg*, const al:: LiveActor*, const al:: HitSensor*, const al:: HitSensor*, f32) -> bool -
auto tryReceiveMsgPushToCapAndCalcPushTrans(sead::
Vector3f*, const al::SensorMsg*, const al:: LiveActor*, const al:: HitSensor*, const al:: HitSensor*, f32) -> bool -
auto tryReceiveMsgPushToGrowPlantAndCalcPushTrans(sead::
Vector3f*, const al::SensorMsg*, const al:: LiveActor*, const al:: HitSensor*, const al:: HitSensor*, f32) -> bool -
auto sendMsgInitCapTarget(al::
HitSensor* source, al:: HitSensor* target, const CapTargetInfo**) -> bool - auto isMsgInitCapTarget(const al::SensorMsg*) -> bool
- void setCapTargetInfo(const al::SensorMsg*, const CapTargetInfo*)
- auto tryReceiveMsgInitCapTargetAndSetCapTargetInfo(const al::SensorMsg*, const CapTargetInfo*) -> bool
-
auto sendMsgTransferHack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgRequestTransferHack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgInitHack(al::
HitSensor* source, al:: HitSensor* target) -> bool -
auto sendMsgEndHack(al::
HitSensor* source, al:: HitSensor* target, const HackEndParam*) -> bool - auto isMsgTransferHack(const al::SensorMsg*) -> bool
- auto isMsgRequestTransferHack(const al::SensorMsg*) -> bool
- auto isMsgInitHack(const al::SensorMsg*) -> bool
- auto isMsgEndHack(const HackEndParam**, const al::SensorMsg*) -> bool
- auto isMsgHackDirectStageInit(IUsePlayerHack**, const al::SensorMsg*) -> bool
- auto isMsgKillByBossBattleDemo(const al::SensorMsg*) -> bool
- auto isMsgKillByHackFirstDemo(const al::SensorMsg*) -> bool
- auto isMsgKillByMoonRockDemo(const al::SensorMsg*) -> bool
-
auto sendMsgNpcScareByEnemy(al::
HitSensor* source, al:: HitSensor* target, s32) -> bool - auto tryReceiveMsgNpcScareByEnemyIgnoreTargetHack(const al::SensorMsg*, const CapTargetInfo*) -> bool
- auto tryIncrementComboCount(s32*, const al::SensorMsg*) -> bool
- auto tryGetMsgComboCount(const al::SensorMsg*) -> ComboCounter*
- auto getMsgComboCount(const al::SensorMsg*) -> ComboCounter*
-
auto isRideOn(const al::
HitSensor*, const al:: HitSensor*) -> bool - auto isMsgKillBySwitchTimer(const al::SensorMsg*) -> bool
- auto isVisibleChameleon(const al::SensorMsg*) -> bool
- auto isMsgRequestPlayerStainWet(const al::SensorMsg*, s32*) -> bool
-
auto tryGetKuriboTowerNum(al::
HitSensor* source, al:: HitSensor* target) -> s32 - void setKuriboTowerNum(const al::SensorMsg*, s32)
-
auto getSpherePushCenter(const al::SensorMsg*) -> const sead::
Vector3f& - auto getSpherePushRadius(const al::SensorMsg*) -> f32
- auto getSmellDigPoint(const al::SensorMsg*) -> DigPoint*
- void convertCsecTo(s32* minutes, s32* seconds, s32* csec, s32 time)
-
auto setShadowDropLength(al::
LiveActor*, const al:: ActorInitInfo&, const char*) -> f32 -
auto calcShadowDropClippingCenter(sead::
Vector3f*, const al:: LiveActor*, f32, f32) -> f32 -
void setShadowDropOffset(al::
LiveActor*, const char*, f32) -
auto tryCreateWaterSurfaceShadow(const al::
ActorInitInfo&, const char*) -> WaterSurfaceShadow* -
auto tryCreateWaterSurfaceCoinShadow(const al::
ActorInitInfo&) -> WaterSurfaceShadow* -
void tryUpdateWaterSurfaceCoinShadow(WaterSurfaceShadow*,
al::
LiveActor*, f32) -
void initHackShadow(al::
LiveActor*) -
void setupHackShadow(al::
LiveActor*) -
void endHackShadow(al::
LiveActor*) - auto isModeE3Rom() -> bool
- auto isModeE3MovieRom() -> bool
- auto isModeE3LiveRom() -> bool
- auto isModeDiverRom() -> bool
- auto isModeJungleGymRom() -> bool
- auto isModeDiverOrJungleGymRom() -> bool
- auto isModeMovieRom() -> bool
- auto isModeEpdMovieRom() -> bool
-
void changeSeparatePlayMode(al::
Scene*, bool) -
void setSeparatePlayMode(al::
Scene*, bool) -
auto isTriggerUiDecide(const al::
IUseSceneObjHolder*) -> bool - auto isTriggerUiDecide(const GameDataHolder*) -> bool
-
auto isTriggerUiCancel(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiSelect(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiPause(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiLeft(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiRight(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiUp(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiDown(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiR(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiL(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiZR(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiZL(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiX(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiY(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiAnyABXY(const al::
IUseSceneObjHolder*) -> bool -
auto isRepeatUiUp(const al::
IUseSceneObjHolder*) -> bool -
auto isRepeatUiDown(const al::
IUseSceneObjHolder*) -> bool -
auto isRepeatUiRight(const al::
IUseSceneObjHolder*) -> bool -
auto isRepeatUiLeft(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiDecide(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiCancel(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiSelect(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiL(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiR(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiY(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiUp(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiDown(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiLeft(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldUiRight(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldSeparatePlayStart1P(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldSeparatePlayStart2P(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerMapOpen(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldSeparatePlayEnd(const al::
IUseSceneObjHolder*) -> bool -
auto getUiLeftStick(const al::
IUseSceneObjHolder*) -> const sead:: Vector2f& -
auto getUiRightStick(const al::
IUseSceneObjHolder*) -> const sead:: Vector2f& -
auto isTriggerMapClose(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerCollectionListOpenInMap(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerCollectionListCloseInMap(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerAppearSkipGuide(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerUiRacePause(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerSnapShotMode(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerAmiiboMode(const al::
IUseSceneObjHolder*) -> bool -
auto isHoldAmiiboMode(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerToggleSnapShotModeLayout(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerAppearSnapShotLayout(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerIncrementPostProcessingFilterPreset(const al::
IUseSceneObjHolder*) -> bool -
auto isTriggerDecrementPostProcessingFilterPreset(const al::
IUseSceneObjHolder*) -> bool -
void recordGamePadPlayStyleInfo(GamePadPlayStyleInfo*,
const al::
LiveActor*) -
void recordGamePadPlayStyleInfo(GamePadPlayStyleInfo*,
const al::
LayoutActor*) -
auto tryUpdateGamePadPlayStyleInfo(GamePadPlayStyleInfo*,
const al::
LiveActor*) -> bool -
auto tryUpdateGamePadPlayStyleInfo(GamePadPlayStyleInfo*,
const al::
LayoutActor*) -> bool -
auto searchNpcMessage(const al::
ActorInitInfo&, const al:: LayoutActor*) -> const char16* -
void makeActorMessageLabel(sead::
BufferedSafeString*, const al:: ActorInitInfo&, const char*) -
void makeMessageLabel(sead::
BufferedSafeString*, const al:: PlacementInfo&, const char*) -
void makeMessageLabel(sead::
BufferedSafeString*, const al:: PlacementId*, const char*) -
void setPaneStageMessageActorLabel(al::
LayoutActor*, const char*, const al:: ActorInitInfo&, const char*) -
auto trySetPaneStageMessageIfExist(al::
LayoutActor*, const char*, const char*, const char*) -> bool -
auto getPlacementStageName(GameDataHolderAccessor,
const al::
ActorInitInfo&) -> const char* -
auto getStageMessageActorLabel(al::
LayoutActor*, const al:: ActorInitInfo&, const char*) -> const char16* -
auto isExistLabelInSystemMessageWithFileName(const al::
IUseMessageSystem*, const char*, const char*) -> bool -
auto isExistLabelInStageMessageWithFileName(const al::
IUseMessageSystem*, const char*, const char*) -> bool -
auto trySetPaneSystemMessageIfExist(al::
LayoutActor*, const char*, const char*, const char*) -> bool -
auto trySetPaneStringCheckpos32Name(al::
LayoutActor*, const char*, s32, const char*) -> bool - auto getCheckpointLabelPrefix() -> const char*
-
void setPaneStringWorldNameForWorldMap(al::
LayoutActor*, const char*, s32) -
void setPaneStringWorldNameForWorldMapWithoutRuby(al::
LayoutActor*, const char*, s32) -
void setRaceRecordMessage(al::
LayoutActor*, const char*, s32) -
void setRaceRecordMessageCsec(al::
LayoutActor*, const char*, s32) -
void replaceRaceRecordMessageCsec(al::
LayoutActor*, const char*, s32, const char16*, const char*) -
void setRaceNoRecordMessage(al::
LayoutActor*, const char*) -
void setMiniGameNoCountMessage(al::
LayoutActor*, const char*) -
auto getWorldShinePictureFont(const al::
LayoutActor*, s32, bool) -> const char16* -
auto getNullShinePictureFont(const al::
LayoutActor*) -> const char16* -
auto getWorldCoinCollectPictureFont(const al::
LayoutActor*, s32) -> const char16* -
auto getWorldCoinCollectPictureFont(const al::
LayoutActor*) -> const char16* -
auto getPlacementStageName(GameDataHolderAccessor,
const al::
PlacementInfo&) -> const char* -
auto getCollectBgmMessage(const al::
IUseMessageSystem*, const CollectBgm*) -> const char16* -
void setPaneCurrentCoinNum(al::
LayoutActor*) -
auto tryGetMapMainScenarioLabel(sead::
BufferedSafeString*, sead:: BufferedSafeString*, bool*, const al:: IUseSceneObjHolder*) -> bool -
auto isOnSwitchLinkSave(const al::
LiveActor* actor, const al:: ActorInitInfo& actorInitInfo) -> bool -
auto isSaveSwitch(const al::
ActorInitInfo& actorInitInfo) -> bool -
void registerLayoutTextureRenderObj(al::
IUseSceneObjHolder* user, al::LayoutTextureRenderObj* renderObj) - auto checkTimeReverseAndRestore(u64*, u64) -> bool
-
auto isSensorTypeYoshiEnableSendPush(const al::
HitSensor* sensor) -> bool -
auto isSensorTypeYoshiMsgReceivable(const al::
HitSensor* sensor) -> bool -
auto isInPuddleHeight(const al::
WaterSurfaceFinder* surfaceFinder, const PlayerConst* playerConst) -> bool -
auto tryCalcTonguePullPose(sead::
Quatf* pose, const al:: LiveActor* actor, const YoshiTongue* yoshiTongue) -> bool -
auto findClingGroundPos(sead::
Vector3f* pos, const al:: LiveActor* actor, const sead:: Vector3f&, f32) -> bool
Variables
-
const sead::
Vector3f sItemOffset
Typedef documentation
typedef bool(*rs:: break_judge_function_t)(const al::SensorMsg*)
#include <Util/BreakJudgeUtil.h>
Function documentation
void rs:: resetHelpAmiiboState(const al:: IUseSceneObjHolder* objHolder)
#include <Amiibo/HelpAmiiboDirector.h>
bool rs:: isHelpAmiiboMode(const al:: IUseSceneObjHolder* objHolder)
#include <Amiibo/HelpAmiiboDirector.h>
EnemyCap* rs:: tryCreateEnemyCap(al:: LiveActor* actor,
const al:: ActorInitInfo& info)
#include <Enemy/EnemyCap.h>
EnemyCap* rs:: tryCreateEnemyCap(al:: LiveActor* actor,
const al:: ActorInitInfo& info,
const char* archiveName)
#include <Enemy/EnemyCap.h>
EnemyCap* rs:: tryCreateEnemyCapSuffix(al:: LiveActor* actor,
const al:: ActorInitInfo& info,
const char* archiveName,
const char* suffix)
#include <Enemy/EnemyCap.h>
bool rs:: tryStartEnemyCapBlowDown(EnemyCap* cap,
const al:: HitSensor* sensor)
#include <Enemy/EnemyCap.h>
bool rs:: tryStartEnemyCapBlowDown(EnemyCap* cap)
#include <Enemy/EnemyCap.h>
bool rs:: tryAppearEnemyCap(EnemyCap* cap)
#include <Enemy/EnemyCap.h>
bool rs:: isOnEnemyCap(EnemyCap* cap)
#include <Enemy/EnemyCap.h>
CoinCollectHolder* rs:: createCoinCollectHolder(const al:: IUseSceneObjHolder* objHolder)
#include <Item/CoinCollectHolder.h>
CoinCollectWatcher* rs:: createCoinCollectWatcher(const al:: IUseSceneObjHolder* objHolder)
#include <Item/CoinCollectWatcher.h>
void rs:: setKidsModeLayoutDisable(const al:: IUseSceneObjHolder* user)
#include <Layout/KidsModeLayoutAccessor.h>
void rs:: setKidsModeLayoutEnable(const al:: IUseSceneObjHolder* user)
#include <Layout/KidsModeLayoutAccessor.h>
bool rs:: isKidsModeLayoutDisable(const al:: IUseSceneObjHolder* user)
#include <Layout/KidsModeLayoutAccessor.h>
void rs:: calcTransOnMap(sead:: Vector2f*,
const sead:: Vector3f&,
const sead:: Matrix44f&,
const sead:: Vector2f&,
f32,
f32)
#include <Layout/MapLayout.h>
bool rs:: tryCalcMapNorthDir(sead:: Vector3f*,
const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
const sead:: Matrix44f& rs:: getMapViewProjMtx(const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
const sead:: Matrix44f& rs:: getMapProjMtx(const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
void rs:: appearMapWithHint(const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
void rs:: addAmiiboHintToMap(const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
void rs:: appearMapWithAmiiboHint(const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
void rs:: appearMapMoonRockDemo(const al:: IUseSceneObjHolder*,
s32)
#include <Layout/MapLayout.h>
void rs:: endMap(const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
bool rs:: isEndMap(const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
bool rs:: isEnableCheckpointWarp(const al:: IUseSceneObjHolder*)
#include <Layout/MapLayout.h>
bool rs:: tryShowCapMsgCollectCoinGetFirst(const al:: IUseSceneObjHolder*)
#include <MapObj/CapMessageShowInfo.h>
void rs:: validateGlideBirdOnPlayerNose(const al:: LiveActor* player)
#include <Npc/BirdPlayerGlideCtrl.h>
void rs:: invalidateGlideBirdOnPlayerNose(const al:: LiveActor* player)
#include <Npc/BirdPlayerGlideCtrl.h>
void rs:: validateGlideBirdOnSitDownPlayerHead(const al:: LiveActor* player)
#include <Npc/BirdPlayerGlideCtrl.h>
void rs:: invalidateGlideBirdOnSitDownPlayerHead(const al:: LiveActor* player)
#include <Npc/BirdPlayerGlideCtrl.h>
bool rs:: isPlayerSitDownChair(const Bird* bird)
#include <Npc/BirdPlayerGlideCtrl.h>
bool rs:: isGuardNosePainCap(const al:: LiveActor*)
#include <Player/Player.h>
bool rs:: isSeparatePlay(const al:: IUseSceneObjHolder*)
#include <Player/PlayerInputFunction.h>
void rs:: calcGuidePos(sead:: Vector3f*,
const al:: LiveActor*)
#include <Scene/GuidePosInfoHolder.h>
void rs:: setRouteHeadGuidePosPtr(const al:: IUseSceneObjHolder*,
const sead:: Vector3f*)
#include <Scene/GuidePosInfoHolder.h>
void rs:: resetRouteHeadGuidePosPtr(const al:: IUseSceneObjHolder*)
#include <Scene/GuidePosInfoHolder.h>
void rs:: requestShowHtmlViewer(const al:: IUseSceneObjHolder*)
#include <Scene/HtmlViewerRequester.h>
s32 rs:: getActiveQuestNum(const al:: IUseSceneObjHolder*)
#include <Scene/QuestInfoHolder.h>
s32 rs:: getActiveQuestNo(const al:: IUseSceneObjHolder*)
#include <Scene/QuestInfoHolder.h>
const char* rs:: getActiveQuestLabel(const al:: IUseSceneObjHolder*)
#include <Scene/QuestInfoHolder.h>
void rs:: tryStartRaceStage(al:: Scene*,
GameDataHolder*)
#include <Scene/StageScene.h>
bool rs:: updateNormalState(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateEffectSystemEnv(al:: Scene*)
#include <Scene/StageScene.h>
bool rs:: updateNormalStateExcludeGraphics(al:: Scene*)
#include <Scene/StageScene.h>
bool rs:: updateBirdCarryMeat(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListExcludePlayer(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListExcludeCamera(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListExcludeCameraDemoChangeWorld(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListPlayerGroupNormal(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListDemoPlayerNoPauseEffect(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListDemoPlayerWithPauseEffect(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListDemoPlayerWithPauseEffectAndCalcAtEndClip(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListDemoNormalNoPauseEffect(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListDemoNormalWithPauseEffect(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListDemoCapWorldOpeninglWithPauseEffect(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListLayout(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListPostNoViewRenderer(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListLayoutIgnorePause(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListLayoutOnlyLayoutScene(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListPostWithPauseNormalEffectAndPlayerEffect(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: updateKitListPostSnapShot(al:: Scene*)
#include <Scene/StageScene.h>
void rs:: setScenarioName(al:: LayoutActor*,
const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: startTalkMsgTimeBalloonLayout(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: endPlayTalkMsgTimeBalloonLayout(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: endForceTalkMsgTimeBalloonLayout(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: changeDemoCommonProc(al:: Scene*,
ProjectItemDirector*)
#include <Scene/StageScene.h>
void rs:: endDemoCommonProc(al:: Scene*,
ProjectItemDirector*)
#include <Scene/StageScene.h>
void rs:: endDemoNormalShineGet(al:: Scene*,
ProjectItemDirector*)
#include <Scene/StageScene.h>
bool rs:: tryOpenMap(al:: IUseNerve*,
const al:: Scene*,
const MapLayout*,
const al:: Nerve*)
#include <Scene/StageScene.h>
bool rs:: tryChangeNextStage(GameDataHolder*,
al:: Scene*)
#include <Scene/StageScene.h>
al:: LiveActor* rs:: getPlayerActor(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: registerGraphicsPreset(const al:: Scene*,
const char*,
const char*,
const char*,
bool)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPreset(const al:: Scene*,
const char*,
const sead:: Vector3f&)
#include <Scene/StageScene.h>
void rs:: requestGraphicsCubeMap(const al:: Scene*,
const char*,
const char*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMap(const al:: Scene*,
const char*,
const char*,
const char*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMap(const al:: Scene*,
const char*,
const char*,
const char*,
const sead:: Vector3f&)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapFixedAngle(const al:: Scene*,
const char*,
const char*,
const char*)
#include <Scene/StageScene.h>
void rs:: registerGraphicsPresetWorldMap(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: registerGraphicsPresetShop(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: registerGraphicsPresetMoonGet(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: registerGraphicsPresetCloset(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: registerGraphicsPresetPause(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapWorldMap(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapShop(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapShopNoFixedAngle(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapMoonGet(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapMoonGetNoFixedAngle(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapCloset(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapClosetNoFixedAngle(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapPause(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: requestGraphicsPresetAndCubeMapPauseNoFixedAngle(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: calcQuatPoseCheckpointWarpCap(sead:: Quatf*,
const sead:: Vector3f&,
const al:: IUseCamera*)
#include <Scene/StageScene.h>
ProjectDemoDirector* rs:: getDemoDirector(const al:: Scene*)
#include <Scene/StageScene.h>
Shine* rs:: getDemoShineActor(const al:: Scene*)
#include <Scene/StageScene.h>
bool rs:: isExistDemoShine(const al:: Scene*)
#include <Scene/StageScene.h>
void rs:: setSceneStatusBossBattle(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
void rs:: setSceneStatusBossBattleEnd(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
void rs:: setSceneStatusBossBattleEndForPlayerAnim(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isSceneStatusBossBattle(GameDataHolderAccessor accessor)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isSceneStatusBossBattleForPlayerAnim(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isSceneStatusInvalidSave(GameDataHolderAccessor accessor)
#include <Sequence/GameSequenceInfo.h>
void rs:: setSceneStatusInvalidSave(GameDataHolderAccessor accessor)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isInvalidSaveStage(const char* stageName)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isWipeOpenEnd(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
void rs:: endWipeOpen(const GameDataHolder* holder)
#include <Sequence/GameSequenceInfo.h>
void rs:: startWipeOpen(const GameDataHolder* holder)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isShopStatusBuyItem(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isShopStatusBuyShine(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isShopStatusBuyShineMany(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
bool rs:: isShopStatusBuyMaxLifeUpItem(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
void rs:: setShopStatusBuyShine(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
void rs:: setShopStatusBuyShineMany(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
void rs:: setShopStatusBuyMaxLifeUpItem(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
void rs:: setShopStatusNone(const al:: LiveActor* actor)
#include <Sequence/GameSequenceInfo.h>
GameConfigData* rs:: getGameConfigData(const al:: LayoutActor*)
#include <System/GameConfigData.h>
void rs:: saveGameConfigData(const al:: LayoutActor*)
#include <System/GameConfigData.h>
void rs:: applyGameConfigData(al:: Scene*,
const GameConfigData*)
#include <System/GameConfigData.h>
bool rs:: isUseOpenListAdditionalButton(const al:: IUseSceneObjHolder*)
#include <System/GameConfigData.h>
SaveObjInfo* rs:: createSaveObjInfoWriteSaveData(const al:: ActorInitInfo& actorInitInfo)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoWriteSaveData(const al:: ActorInitInfo& actorInitInfo,
const al:: PlacementInfo& placementInfo)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameWorld(const al:: ActorInitInfo& actorInitInfo)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameWorld(const al:: ActorInitInfo& actorInitInfo,
const al:: PlacementInfo& placementInfo)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameWorldResetMiniGame(const al:: ActorInitInfo& actorInitInfo)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameWorldResetMiniGame(const al:: ActorInitInfo& actorInitInfo,
const al:: PlacementInfo& placementInfo)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameScenario(const al:: ActorInitInfo& actorInitInfo)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameScenario(const al:: ActorInitInfo& actorInitInfo,
const al:: PlacementInfo& placementInfo)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoWriteSaveData(const al:: ActorInitInfo& actorInitInfo,
const al:: PlacementId* placementId)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameWorld(const al:: ActorInitInfo& actorInitInfo,
const al:: PlacementId* placementId)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameWorldResetMiniGame(const al:: ActorInitInfo& actorInitInfo,
const al:: PlacementId* placementId)
#include <System/GameDataUtil.h>
SaveObjInfo* rs:: createSaveObjInfoNoWriteSaveDataInSameScenario(const al:: ActorInitInfo& actorInitInfo,
const al:: PlacementId* placementId)
#include <System/GameDataUtil.h>
void rs:: onSaveObjInfo(SaveObjInfo* saveObjInfo)
#include <System/GameDataUtil.h>
void rs:: offSaveObjInfo(SaveObjInfo* saveObjInfo)
#include <System/GameDataUtil.h>
bool rs:: isOnSaveObjInfo(const SaveObjInfo* saveObjInfo)
#include <System/GameDataUtil.h>
void rs:: setGrowFlowerTime(const al:: LiveActor* actor,
const al:: PlacementId*,
const al:: PlacementId*,
u64 time)
#include <System/GameDataUtil.h>
void rs:: setGrowFlowerTime(const al:: LiveActor* actor,
const al:: PlacementId*,
u64 time)
#include <System/GameDataUtil.h>
u64 rs:: getGrowFlowerTime(const al:: LiveActor* actor,
const al:: PlacementId*)
#include <System/GameDataUtil.h>
bool rs:: isUsedGrowFlowerSeed(const al:: LiveActor* actor,
const al:: PlacementId*)
#include <System/GameDataUtil.h>
void rs:: addGrowFlowerGrowLevel(const al:: LiveActor* actor,
const al:: PlacementId*,
u32 growLevel)
#include <System/GameDataUtil.h>
u32 rs:: getGrowFlowerGrowLevel(const al:: LiveActor* actor,
const al:: PlacementId*)
#include <System/GameDataUtil.h>
const char* rs:: findGrowFlowerPotIdFromSeedId(const al:: LiveActor* actor,
const al:: PlacementId*)
#include <System/GameDataUtil.h>
bool rs:: isPlayFirstTimeBalloon(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: playTimeBalloonFirst(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: onShortExplainGet(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: onShortExplainSet(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isShortExplainGet(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isShortExplainSet(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: onReactedLuigiCostume(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isReactedLuigiCostume(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
s32 rs:: getPlayerRank(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
s32 rs:: getPlayerRank(GameDataHolderAccessor accessor)
#include <System/GameDataUtil.h>
void rs:: setPlayerRank(const al:: LiveActor* actor,
s32 rank)
#include <System/GameDataUtil.h>
void rs:: setPlayerRank(GameDataHolderAccessor accessor,
s32 rank)
#include <System/GameDataUtil.h>
u64 rs:: getPrincipalId(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: setPrincipalId(const al:: LiveActor* actor,
u64 principalId)
#include <System/GameDataUtil.h>
bool rs:: isAnswerCorrectSphinxQuiz(GameDataHolderAccessor accessor,
const char* worldName)
#include <System/GameDataUtil.h>
void rs:: answerCorrectSphinxQuiz(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isAnswerCorrectSphinxQuizAll(GameDataHolderAccessor accessor,
const char* worldName)
#include <System/GameDataUtil.h>
void rs:: answerCorrectSphinxQuizAll(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isTalkAlreadyLocalLanguage(const NpcEventDirector* npcEventDirector)
#include <System/GameDataUtil.h>
void rs:: talkLocalLanguage(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
const char* rs:: getLocalLanguageName(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
const char* rs:: getLocalLanguageName(const NpcEventDirector* npcEventDirector)
#include <System/GameDataUtil.h>
bool rs:: isOnFlagKinopioBrigadeNpcFirstTalk(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: onFlagKinopioBrigadeNpcFirstTalk(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isOnFlagHintNpcFirstTalk(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: onFlagHintNpcFirstTalk(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: playScenarioStartCamera(const al:: LiveActor* actor,
const QuestInfo* questInfo)
#include <System/GameDataUtil.h>
void rs:: playScenarioStartCamera(const al:: LiveActor* actor,
s32 idx)
#include <System/GameDataUtil.h>
void rs:: setExistKoopaShip(const KoopaShip* koopaShip)
#include <System/GameDataUtil.h>
void rs:: resetExistKoopaShip(const KoopaShip* koopaShip)
#include <System/GameDataUtil.h>
bool rs:: isExistKoopaShip(const ShineTowerRocket* shineTowerRocket)
#include <System/GameDataUtil.h>
bool rs:: isExistKoopaShipInSky(const ShineTowerRocket* shineTowerRocket)
#include <System/GameDataUtil.h>
bool rs:: tryUnlockShineName(const al:: LiveActor* actor,
s32 shineIdx)
#include <System/GameDataUtil.h>
void rs:: calcShineIndexTableNameAvailable(s32*,
s32*,
const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: calcShineIndexTableNameUnlockable(s32*,
s32*,
const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
s32 rs:: calcWorldIdByWorldWarpHole(const WorldWarpHole* worldWarpHole,
const char* changeStageId)
#include <System/GameDataUtil.h>
bool rs:: checkIsOpenWorldWarpHoleCurrentScenario(const WorldWarpHole* worldWarpHole)
#include <System/GameDataUtil.h>
bool rs:: isKidsMode(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isKidsMode(const al:: LayoutActor* layout)
#include <System/GameDataUtil.h>
bool rs:: isKidsMode(const al:: Scene* scene)
#include <System/GameDataUtil.h>
bool rs:: isKidsMode(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isKidsMode(const GameDataHolder* holder)
#include <System/GameDataUtil.h>
bool rs:: isEnableCapMessageLifeOneKidsMode(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: disableCapMessageLifeOneKidsMode(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isInvalidChangeStage(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isSequenceTimeBalloonOrRace(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isTreasureBoxDeadStage(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: findRaceRecord(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: LiveActor* actor,
const char* raceName)
#include <System/GameDataUtil.h>
void rs:: findRaceRecord(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: Scene* actor,
const char* raceName)
#include <System/GameDataUtil.h>
void rs:: findRaceRecordRaceManRace(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: Scene* scene)
#include <System/GameDataUtil.h>
void rs:: findRaceRecordRaceManRace(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: findRaceRecordRaceManRaceWithWorldId(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: Scene* scene,
s32 worldId)
#include <System/GameDataUtil.h>
void rs:: findRaceRecordRaceManRaceWithWorldId(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: LiveActor* actor,
s32 worldId)
#include <System/GameDataUtil.h>
void rs:: findRaceRecordRadicon(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: Scene* scene)
#include <System/GameDataUtil.h>
void rs:: findRaceRecordRadicon(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: findRaceRecordYukimaru(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: Scene* scene,
s32 level)
#include <System/GameDataUtil.h>
void rs:: findRaceRecordYukimaru(bool* isExistRecord,
bool*,
s32* record,
s32*,
s32* lapRecord,
const al:: LiveActor* actor,
s32 level)
#include <System/GameDataUtil.h>
void rs:: writeRaceRecord(const al:: LiveActor* actor,
const char* raceName,
s32 record,
s32,
s32 lapRecord)
#include <System/GameDataUtil.h>
void rs:: writeRaceRecord(const al:: Scene* scene,
const char* raceName,
s32 record,
s32,
s32 lapRecord)
#include <System/GameDataUtil.h>
s32 rs:: getJumpingRopeBestCount(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
s32 rs:: getJumpingRopeBestCount(const al:: Scene* scene)
#include <System/GameDataUtil.h>
void rs:: setJumpingRopeBestCount(const al:: LiveActor* actor,
s32 count)
#include <System/GameDataUtil.h>
void rs:: setJumpingRopeBestCount(const al:: Scene* scene,
s32 count)
#include <System/GameDataUtil.h>
s32 rs:: getJumpingRopeDayCount(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: setJumpingRopeDayCount(const al:: LiveActor* actor,
s32 count)
#include <System/GameDataUtil.h>
void rs:: setJumpingRopeUpdateScoreFlag(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isExistRecordJumpingRope(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isExistRecordJumpingRope(const al:: Scene* scene)
#include <System/GameDataUtil.h>
bool rs:: isExistRecordInDayJumpingRope(const al:: LayoutActor* layout)
#include <System/GameDataUtil.h>
s32 rs:: getVolleyballBestCount(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
s32 rs:: getVolleyballBestCount(const al:: Scene* scene)
#include <System/GameDataUtil.h>
void rs:: setVolleyballBestCount(const al:: LiveActor* actor,
s32 count)
#include <System/GameDataUtil.h>
void rs:: setVolleyballBestCount(const al:: Scene* scene,
s32 count)
#include <System/GameDataUtil.h>
s32 rs:: getVolleyballDayCount(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: setVolleyballDayCount(const al:: LiveActor* actor,
s32 count)
#include <System/GameDataUtil.h>
void rs:: setVolleyballUpdateScoreFlag(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isExistRecordVolleyball(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isExistRecordVolleyball(const al:: Scene* scene)
#include <System/GameDataUtil.h>
bool rs:: isExistRecordInDayVolleyball(const al:: LayoutActor* layout)
#include <System/GameDataUtil.h>
void rs:: writeRaceRecordRaceManRace(const al:: LiveActor* actor,
s32 record)
#include <System/GameDataUtil.h>
bool rs:: isTalkFirstAmiiboNpc(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: offFlagTalkFirstAmiiboNpc(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: checkGetShineForWorldTravelingPeach(GameDataHolderAccessor accessor,
const char* worldName)
#include <System/GameDataUtil.h>
bool rs:: checkEnableAppearMoonWorldTravelingPeach(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isStartWorldTravelingPeach(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: startWorldTravelingPeach(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: checkGetEnoughShine(const al:: LiveActor* actor,
s32 count)
#include <System/GameDataUtil.h>
bool rs:: checkGetEnoughShineInCurrentWorld(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: setFlagOnStartKoopaCapture(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isStartKoopaCapture(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isAlreadyTalkPrevWorldInWorldWarp(const al:: LiveActor* actor,
s32)
#include <System/GameDataUtil.h>
bool rs:: isAlreadyTalkNextWorldInWorldWarp(const al:: LiveActor* actor,
s32)
#include <System/GameDataUtil.h>
void rs:: setAlreadyTalkPrevWorldInWorldWarp(const al:: LiveActor* actor,
s32)
#include <System/GameDataUtil.h>
void rs:: setAlreadyTalkNextWorldInWorldWarp(const al:: LiveActor* actor,
s32)
#include <System/GameDataUtil.h>
bool rs:: checkNeedTalkPrevWorld(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
s32 rs:: getTipsIdInWorldWarp(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: addTipsIdInWorldWarp(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: setTalkSpecialInWorldWarp(const al:: LiveActor* actor,
bool,
bool)
#include <System/GameDataUtil.h>
bool rs:: isTalkFindKoopaInWorldWarp(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isTalkBossRaidInWorldWarp(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isClearMainScenario(const al:: LiveActor* actor,
s32 worldId)
#include <System/GameDataUtil.h>
bool rs:: checkAlreadyVisitStage(const GameDataHolder* holder,
const char* stageName)
#include <System/GameDataUtil.h>
void rs:: visitStage(const GameDataHolder* holder,
const char* stageName)
#include <System/GameDataUtil.h>
bool rs:: isSequenceGoToNextWorld(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isSequenceCollectShineBeforeGameClear(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isSequenceCollectShineForRepairHome(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isSequenceCollectShine(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isSequenceGoToMoonRock(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isEnableExplainShopCoin(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: explainShopCoin(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: checkShowNewItemAndPrepareSave(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isInNormalCoinShopFirst(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: offInNormalCoinShopFirst(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: checkExistNewShopItem(const al:: LiveActor* actor,
s32,
s32,
bool)
#include <System/GameDataUtil.h>
CapMessageBossData* rs:: getCapMessageBossData(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: getYoshiFruit(SaveObjInfo* saveObjInfo)
#include <System/GameDataUtil.h>
bool rs:: isGetYoshiFruit(const SaveObjInfo* saveObjInfo)
#include <System/GameDataUtil.h>
bool rs:: isTalkKakku(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: talkKakku(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isTalkWorldTravelingPeach(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: talkWorldTravelingPeach(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isTalkCollectBgmNpc(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: talkCollectBgmNpc(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
s32 rs:: getTokimekiMayorNpcFavorabilityRating(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: setTokimekiMayorNpcFavorabilityRating(const al:: LiveActor* actor,
s32 rating)
#include <System/GameDataUtil.h>
bool rs:: tryFindCoinStackSave(s32*,
const al:: LiveActor* actor,
const al:: PlacementId*)
#include <System/GameDataUtil.h>
void rs:: saveCoinStack(const al:: LiveActor* actor,
const al:: PlacementId*,
s32)
#include <System/GameDataUtil.h>
bool rs:: isCollectedBgmCityWorldCelemony(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isCollectedBgmCityWorldCelemony2D(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
s32 rs:: calcGetShineNumCollectedBgm(GameDataHolderAccessor accessor)
#include <System/GameDataUtil.h>
bool rs:: checkGetShineCollectedBgmAll(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: checkSavedHintPhoto(const al:: LiveActor* actor,
const char* name)
#include <System/GameDataUtil.h>
void rs:: saveHintPhoto(const al:: LiveActor* actor,
const char* name)
#include <System/GameDataUtil.h>
bool rs:: isRideSphinx(GameDataHolderAccessor accessor)
#include <System/GameDataUtil.h>
void rs:: rideSphinx(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
bool rs:: isRideMotorcycle(GameDataHolderAccessor accessor)
#include <System/GameDataUtil.h>
void rs:: rideMotorcycle(const al:: LiveActor* actor)
#include <System/GameDataUtil.h>
void rs:: setShowInformationPoleGrab(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isNeedShowInformationPoleGrab(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
void rs:: setShowInformationPoleClimb(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isNeedShowInformationPoleClimb(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
void rs:: setShowInformationPoleClimbTop(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isNeedShowInformationPoleClimbTop(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
bool rs:: isNeedConfirmNetworkFirst(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
void rs:: saveConfirmNetworkFirst(const al:: IUseSceneObjHolder* user)
#include <System/GameDataUtil.h>
MapData* rs:: findMapData(al:: IUseSceneObjHolder*,
s32)
#include <System/MapDataHolder.h>
const char16* rs:: getAchievementName(const al:: IUseMessageSystem* user,
const char* label)
#include <Util/AchievementUtil.h>
const char16* rs:: getAchievementName(const al:: LayoutActor* layout,
s32 achievementIdx)
#include <Util/AchievementUtil.h>
const char16* rs:: getAchievementHint(const al:: IUseMessageSystem* user,
const char* label)
#include <Util/AchievementUtil.h>
const char16* rs:: getAchievementHint(const al:: LayoutActor* layout,
s32 achievementIdx)
#include <Util/AchievementUtil.h>
AchievementHolder* rs:: getAchievementHolder(const al:: LayoutActor* layout)
#include <Util/AchievementUtil.h>
void rs:: unlockAchievementShineName(GameDataHolderAccessor accessor)
#include <Util/AchievementUtil.h>
bool rs:: isUnlockAchievementShineName(GameDataHolderAccessor accessor)
#include <Util/AchievementUtil.h>
bool rs:: checkGetAchievement(GameDataHolderAccessor accessor,
const char* label)
#include <Util/AchievementUtil.h>
bool rs:: checkGetAchievement(const al:: LayoutActor* layout,
s32 achievementIdx)
#include <Util/AchievementUtil.h>
sead:: DateTime rs:: findAchievementGetTime(const al:: LayoutActor* layout,
s32 achievementIdx)
#include <Util/AchievementUtil.h>
sead:: DateTime rs:: findAchievementGetTime(const al:: LayoutActor* layout,
const char* label)
#include <Util/AchievementUtil.h>
sead:: Vector3f* rs:: findAchievementTrans(const al:: LayoutActor* layout,
s32 achievementIdx)
#include <Util/AchievementUtil.h>
s32 rs:: getAchievementNum(const al:: LayoutActor* layout)
#include <Util/AchievementUtil.h>
s32 rs:: calcReceivedAchievementNum(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: getTotalCoinNum(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcWorldWarpHoleThroughNum(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: getWorldWarpHoleThroughNumMax(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetCheckpointNum(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcBuyItemNumForCoinCollectByWorld(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcClearWorldNum(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
void rs:: addPlayerJumpCount(const al:: LiveActor* actor)
#include <Util/AchievementUtil.h>
s32 rs:: getPlayerJumpCount(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
void rs:: addPlayerThrowCapCount(const al:: LiveActor* actor)
#include <Util/AchievementUtil.h>
s32 rs:: getPlayerThrowCapCount(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
bool rs:: checkGetCoinCollectAllInWorld(const al:: LiveActor* actor,
s32 worldId)
#include <Util/AchievementUtil.h>
bool rs:: checkGetCoinCollectHalfInWorld(const AchievementNpc* achievementNpc,
s32 worldId)
#include <Util/AchievementUtil.h>
bool rs:: checkGetShineAllInWorld(const AchievementNpc* achievementNpc,
s32 worldId)
#include <Util/AchievementUtil.h>
bool rs:: checkGetClothAndCapNum(const AchievementNpc* achievementNpc,
s32 num)
#include <Util/AchievementUtil.h>
bool rs:: checkUnlockMoonRockAllWorld(GameDataHolderAccessor accessor)
#include <Util/AchievementUtil.h>
s32 rs:: calcUnlockMoonRockNum(GameDataHolderAccessor accessor)
#include <Util/AchievementUtil.h>
s32 rs:: calcHackObjNum(GameDataHolderAccessor accessor)
#include <Util/AchievementUtil.h>
s32 rs:: calcSphinxQuizCompleteNum(GameDataHolderAccessor accessor)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumDot(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumTreasureBox(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumNoteObj(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumTimerAthletic(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumKinopioBrigade(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumWorldTravelingPeach(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumCollectAnimal(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcAllShineNumCollectAnimal(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumKuriboGirl(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumJugemFish(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumGrowPlant(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumRabbit(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumDigPoint(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumCapHanger(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumBird(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumCostumeRoom(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumSlot(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumRace(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumFigureWalking(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumHideAndSeekCapMan(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcAllShineNumHideAndSeekCapMan(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumCollectBgmNpc(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcAllShineNumCollectBgmNpc(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
s32 rs:: calcGetShineNumHintPhoto(const GameDataHolder* holder)
#include <Util/AchievementUtil.h>
ActorDimensionKeeper* rs:: createDimensionKeeper(const al:: LiveActor* actor)
#include <Util/ActorDimensionKeeper.h>
bool rs:: is2D(const IUseDimension* dimension)
#include <Util/ActorDimensionKeeper.h>
bool rs:: is3D(const IUseDimension* dimension)
#include <Util/ActorDimensionKeeper.h>
bool rs:: isChange2D(const IUseDimension* dimension)
#include <Util/ActorDimensionKeeper.h>
bool rs:: isChange3D(const IUseDimension* dimension)
#include <Util/ActorDimensionKeeper.h>
bool rs:: isIn2DArea(const IUseDimension* dimension)
#include <Util/ActorDimensionKeeper.h>
void rs:: updateDimensionKeeper(ActorDimensionKeeper* keeper)
#include <Util/ActorDimensionKeeper.h>
const char* rs:: getSpecialPurposeName2DOnly()
#include <Util/ActorDimensionKeeper.h>
void rs:: createAndSetFilter2DOnly(al:: LiveActor* actor)
#include <Util/ActorDimensionKeeper.h>
al::CollisionPartsFilterOnlySpecialPurpose* rs:: createCollisionPartsFilter2DOnly()
#include <Util/ActorDimensionKeeper.h>
void rs:: snap2D(al:: LiveActor* actor,
const IUseDimension* dimension,
f32 unk_distance)
#include <Util/ActorDimensionKeeper.h>
void rs:: snap2DGravity(al:: LiveActor* actor,
const IUseDimension* dimension,
f32 unk_distance)
#include <Util/ActorDimensionKeeper.h>
void rs:: snap2DParallelizeFront(al:: LiveActor*,
const IUseDimension*,
f32)
#include <Util/ActorDimensionUtil.h>
void rs:: calcSearchAmiiboBit(s32* gameId,
s32* characterId,
s32* characterVariant,
s32 characterIdS32)
#include <Util/AmiiboUtil.h>
s32 rs:: createCharacterIdS32(const al:: NfpCharacterId& characterId)
#include <Util/AmiiboUtil.h>
bool rs:: isEnableUseStageSceneAmiibo(const al:: NfpInfo& nfpInfo)
#include <Util/AmiiboUtil.h>
bool rs:: isExistAmiiboMstxtData(const al:: IUseMessageSystem* user,
const al:: NfpInfo& nfpInfo)
#include <Util/AmiiboUtil.h>
al:: StringTmp<64> rs:: getAmiiboMstxtLabel(bool*,
const al:: IUseMessageSystem* user,
s32,
s32,
s32)
#include <Util/AmiiboUtil.h>
void rs:: tryFindAmiiboCostumeItemInfo(ShopItem:: ItemInfo**,
ShopItem:: ItemInfo**,
const al:: NfpCharacterId& characterId,
s32,
al:: IUseSceneObjHolder* user)
#include <Util/AmiiboUtil.h>
void rs:: resetHelpAmiibo(const al:: IUseSceneObjHolder* user)
#include <Util/AmiiboUtil.h>
SearchAmiiboDataTable* rs:: getSearchAmiiboData(const al:: IUseSceneObjHolder* user)
#include <Util/AmiiboUtil.h>
void rs:: appearCoinCollectHintEffect(const al:: IUseSceneObjHolder* user)
#include <Util/AmiiboUtil.h>
void rs:: killCoinCollectHintEffect(const al:: IUseSceneObjHolder* user)
#include <Util/AmiiboUtil.h>
al:: AreaObj* rs:: tryFind2DAreaObj(const al:: IUseAreaObj* user,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
al:: AreaObj* rs:: tryFind2DAreaObj(const al:: LiveActor* actor,
sead:: Vector3f*,
sead:: Vector3f*)
#include <Util/AreaUtil.h>
void rs:: calc2DAreaLockDir(sead:: Vector3f* lockDir,
const al:: AreaObj* area,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
void rs:: get2DAreaPos(sead:: Vector3f* pos,
const al:: AreaObj* area)
#include <Util/AreaUtil.h>
bool rs:: isIn2DArea(const al:: LiveActor* actor,
sead:: Vector3f*,
sead:: Vector3f*)
#include <Util/AreaUtil.h>
bool rs:: isInChangeStage(const al:: LiveActor* actor,
const sead:: Vector3f* trans)
#include <Util/AreaUtil.h>
bool rs:: isInWarpArea(const al:: LiveActor* actor)
#include <Util/AreaUtil.h>
bool rs:: isInLowGravityArea(const al:: LiveActor* actor)
#include <Util/AreaUtil.h>
bool rs:: isInItemVanishArea(const al:: LiveActor* actor)
#include <Util/AreaUtil.h>
bool rs:: tryFindStageMapAreaAndGetPlayerPoint(sead:: Vector3f* playerPoint,
const al:: IUseAreaObj* user,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
bool rs:: calcFindWaterAreaSurfaceNoWaveByArrow(const al:: LiveActor* actor,
sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/AreaUtil.h>
bool rs:: isPushOut2DAreaOpposite(const al:: AreaObj* area)
#include <Util/AreaUtil.h>
bool rs:: isFaceTo2DAreaPushOutDir(const al:: AreaObj* area)
#include <Util/AreaUtil.h>
void rs:: calc2DAreaFreeDir(sead:: Vector3f* freeDir,
const al:: AreaObj* area,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
bool rs:: calc2DAreaGravity(sead:: Vector3f* gravity,
const al:: AreaObj* area,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
bool rs:: calc2DAreaSnapPower(sead:: Vector3f*,
f32* snapPower,
const al:: AreaObj* area,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
bool rs:: calc2DAreaDistanceGravity(sead:: Vector3f*,
const al:: AreaObj* area,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
f32 rs:: get2DAreaSurfaceDistance(const al:: AreaObj* area)
#include <Util/AreaUtil.h>
bool rs:: calc2DAreaSnapPowerSurfaceDistance(sead:: Vector3f*,
f32* snapPower,
const al:: AreaObj* area,
const sead:: Vector3f& trans,
f32 surfaceDistance)
#include <Util/AreaUtil.h>
bool rs:: calcExtForceAreaVelocity(sead:: Vector3f*,
const al:: IUseAreaObj* user,
const sead:: Vector3f& trans,
const sead:: Vector3f&,
const sead:: Vector3f& velocity)
#include <Util/AreaUtil.h>
bool rs:: tryFindRecoveryTargetPosArea(bool* isNoCollideGround,
sead:: Vector3f* targetPos,
sead:: Vector3f* targetRotate,
const al:: AreaObj** area,
const al:: IUseAreaObj* user,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
bool rs:: tryFindForceRecoveryArea(sead:: Vector3f* targetPos,
sead:: Vector3f* targetRotate,
const al:: AreaObj** area,
const al:: IUseAreaObj* user,
const sead:: Vector3f& trans)
#include <Util/AreaUtil.h>
break_ judge_ function_ t rs:: getBreakJudgeFunction(const char* name)
#include <Util/BreakJudgeUtil.h>
bool rs:: isEnableStartSubjectiveCamera(const al:: LiveActor* actor)
#include <Util/CameraUtil.h>
al:: CameraTicket* rs:: initFollowLimitCamera(const al:: IUseCamera* user,
const al:: ActorInitInfo& actorInitInfo,
const char*)
#include <Util/CameraUtil.h>
al:: CameraTicket* rs:: initParallel2DCamera(const al:: IUseCamera* user,
const al:: ActorInitInfo& actorInitInfo,
const char*)
#include <Util/CameraUtil.h>
void rs:: invalidateFollowLimitCameraAutoResetLowAngleV(al:: CameraTicket* ticket)
#include <Util/CameraUtil.h>
void rs:: updateCameraPosFromDistanceAndAngleHV(sead:: Vector3f* newPos,
const sead:: Vector3f& cameraPos,
f32 distance,
f32 angleY,
f32 angleH)
#include <Util/CameraUtil.h>
bool rs:: isPreCameraFollowOrParallel(const al:: CameraStartInfo& cameraStartInfo)
#include <Util/CameraUtil.h>
al:: CameraTicket* rs:: initGetMoonCamera(const al:: IUseCamera* user,
const al:: LiveActor* moon,
const al:: ActorInitInfo& actorInitInfo,
const char* name,
sead:: Vector3f*,
sead:: Vector3f*,
sead:: Vector3f*,
sead:: LookAtCamera* lookAtCamera)
#include <Util/CameraUtil.h>
al:: CameraTicket* rs:: initWarpCheckpointCamera(const al:: IUseCamera* user,
const al:: LiveActor* checkpoint,
const al:: ActorInitInfo& actorInitInfo,
const char* name,
sead:: Vector3f*,
sead:: Vector3f*,
sead:: Vector3f*)
#include <Util/CameraUtil.h>
bool rs:: requestSetCameraAngleV(const al:: LiveActor* actor,
f32 requestAngleV,
s32 poseUpdaterIdx)
#include <Util/CameraUtil.h>
bool rs:: requestResetCameraPosition(const al:: LiveActor* actor,
s32 poseUpdaterIdx)
#include <Util/CameraUtil.h>
bool rs:: requestResetCameraAngleV(const al:: LiveActor* actor,
s32 poseUpdaterIdx)
#include <Util/CameraUtil.h>
bool rs:: requestDownToDefaultCameraAngleBySpeed(const al:: LiveActor* actor,
f32 requestAngleSpeed,
s32 poseUpdaterIdx)
#include <Util/CameraUtil.h>
bool rs:: requestUpToTargetCameraAngleBySpeed(const al:: LiveActor* actor,
f32 targetAngleV,
f32 requestAngleSpeed,
s32 poseUpdaterIdx)
#include <Util/CameraUtil.h>
bool rs:: requestMoveDownCameraAngleV(const al:: LiveActor* actor,
s32 poseUpdaterIdx)
#include <Util/CameraUtil.h>
bool rs:: requestRiseCameraAngleByPlayerCollideJumpCode(const al:: LiveActor* actor)
#include <Util/CameraUtil.h>
bool rs:: requestCameraTurnToFront(const al:: LiveActor* actor,
f32,
f32,
s32 poseUpdaterIdx)
#include <Util/CameraUtil.h>
bool rs:: requestCameraTurnToFront(const al:: LiveActor* actor,
const sead:: Vector3f& trans,
f32,
f32,
s32 poseUpdaterIdx)
#include <Util/CameraUtil.h>
void rs:: setEquipmentCameraDistanceCurve(al:: LiveActor* actor,
const al::CameraDistanceCurve* curve)
#include <Util/CameraUtil.h>
void rs:: resetEquipmentCameraDistanceCurve(al:: LiveActor* actor)
#include <Util/CameraUtil.h>
void rs:: setBossCameraDistanceCurve(al:: LiveActor* actor,
const al::CameraDistanceCurve* curve)
#include <Util/CameraUtil.h>
void rs:: resetBossCameraDistanceCurve(al:: LiveActor* actor)
#include <Util/CameraUtil.h>
void rs:: setKoopaShellCameraDistanceCurve(al:: LiveActor* actor)
#include <Util/CameraUtil.h>
void rs:: resetKoopaShellCameraDistanceCurve(al:: LiveActor* actor)
#include <Util/CameraUtil.h>
void rs:: setTRexPatrolCameraDistanceCurve(al:: LiveActor* actor)
#include <Util/CameraUtil.h>
void rs:: resetTRexPatrolCameraDistanceCurve(al:: LiveActor* actor)
#include <Util/CameraUtil.h>
void rs:: buyItemInShopItemList(const al:: IUseSceneObjHolder* user,
s32 itemIdx)
#include <Util/ClothUtil.h>
bool rs:: isBuyItemInShopItemList(const al:: IUseSceneObjHolder* user,
s32 itemIdx)
#include <Util/ClothUtil.h>
void rs:: buyItem(const al:: IUseSceneObjHolder* user,
const ShopItem:: ItemInfo* itemInfo)
#include <Util/ClothUtil.h>
void rs:: buyItemAll(const al:: IUseSceneObjHolder* user)
#include <Util/ClothUtil.h>
bool rs:: isBuyItem(GameDataHolderAccessor accessor,
const ShopItem:: ItemInfo* itemInfo)
#include <Util/ClothUtil.h>
bool rs:: isHaveCloth(GameDataHolderAccessor accessor,
const char* name)
#include <Util/ClothUtil.h>
bool rs:: isHaveCap(GameDataHolderAccessor accessor,
const char* name)
#include <Util/ClothUtil.h>
bool rs:: isHaveSticker(GameDataHolderAccessor accessor,
const char* name)
#include <Util/ClothUtil.h>
bool rs:: isHaveGift(GameDataHolderAccessor accessor,
const char* name)
#include <Util/ClothUtil.h>
const sead:: PtrArray<ShopItem:: ItemInfo>& rs:: getClothList(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
s32 rs:: getClothListSize(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
bool rs:: isHaveCloth(GameDataHolderAccessor accessor,
s32 clothIdx)
#include <Util/ClothUtil.h>
bool rs:: isHaveClothByFileId(GameDataHolderAccessor accessor,
const char* clothName,
s32 fileId)
#include <Util/ClothUtil.h>
s32 rs:: calcHaveClothNum(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
void rs:: buyCloth(const al:: IUseSceneObjHolder* user,
const char* clothName)
#include <Util/ClothUtil.h>
const sead:: PtrArray<ShopItem:: ItemInfo>& rs:: getCapList(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
s32 rs:: getCapListSize(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
bool rs:: isHaveCap(GameDataHolderAccessor accessor,
s32 capIdx)
#include <Util/ClothUtil.h>
bool rs:: isHaveCapByFileId(GameDataHolderAccessor accessor,
const char* capName,
s32 fileId)
#include <Util/ClothUtil.h>
bool rs:: isCompleteClothCap(const al:: IUseSceneObjHolder* user)
#include <Util/ClothUtil.h>
bool rs:: isCompleteCloth(const al:: IUseSceneObjHolder* user)
#include <Util/ClothUtil.h>
bool rs:: isCompleteCap(const al:: IUseSceneObjHolder* user)
#include <Util/ClothUtil.h>
bool rs:: isCompleteCloth(const al:: IUseSceneObjHolder* user,
s32 fileId)
#include <Util/ClothUtil.h>
bool rs:: isCompleteCap(const al:: IUseSceneObjHolder* user,
s32 fileId)
#include <Util/ClothUtil.h>
s32 rs:: calcHaveCapNum(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
void rs:: buyCap(const al:: IUseSceneObjHolder* user,
const char* capName)
#include <Util/ClothUtil.h>
const sead:: PtrArray<ShopItem:: ItemInfo>& rs:: getGiftList(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
s32 rs:: getGiftListSize(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
bool rs:: isHaveGift(GameDataHolderAccessor accessor,
s32 giftIdx)
#include <Util/ClothUtil.h>
s32 rs:: calcHaveGiftNum(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
bool rs:: checkCompleteGift(GameDataHolderAccessor accessor,
s32 fileId)
#include <Util/ClothUtil.h>
const sead:: PtrArray<ShopItem:: ItemInfo>& rs:: getStickerList(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
s32 rs:: getStickerListSize(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
bool rs:: isHaveSticker(GameDataHolderAccessor accessor,
s32 fileId)
#include <Util/ClothUtil.h>
s32 rs:: calcHaveStickerNum(GameDataHolderAccessor accessor)
#include <Util/ClothUtil.h>
bool rs:: checkCompleteSticker(GameDataHolderAccessor accessor,
s32 fileId)
#include <Util/ClothUtil.h>
const char* rs:: getTestClothesName()
#include <Util/ClothUtil.h>
const char* rs:: getTestCapName()
#include <Util/ClothUtil.h>
const char* rs:: getTestGiftName()
#include <Util/ClothUtil.h>
const char* rs:: getTestStickerName()
#include <Util/ClothUtil.h>
const char* rs:: getTestItemName()
#include <Util/ClothUtil.h>
const char* rs:: getTestShineName()
#include <Util/ClothUtil.h>
const char* rs:: getMsTextName(const ShopItem:: ItemType& itemType)
#include <Util/ClothUtil.h>
const char16* rs:: getDisplayName(const al:: IUseMessageSystem* user,
const ShopItem:: ItemInfo& itemInfo)
#include <Util/ClothUtil.h>
bool rs:: isTypeWear(const ShopItem:: ShopItemInfo* itemInfo)
#include <Util/ClothUtil.h>
al:: LiveActor* rs:: createDemoPeachWedding(const al:: ActorInitInfo&)
#include <Util/DemoUtil.h>
al:: LiveActor* rs:: createDemoCapManHeroine(const al:: ActorInitInfo&)
#include <Util/DemoUtil.h>
bool rs:: isRandomActionDemoChangeWorld(const al:: LiveActor*,
const char*)
#include <Util/DemoUtil.h>
bool rs:: tryGetDemoChangeWorldRandomActionName(sead:: BufferedSafeString*,
s32*,
const al:: LiveActor*,
const char*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoNormal(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: addDemoActor(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoNormal(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoNormal(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoNormal(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoNormalWithCinemaFrame(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoNormalWithCinemaFrame(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayer(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayer(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayer(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayer(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayerCinemaFrame(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayerCinemaFrame(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayerKeepCarry(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayerKeepCarry(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayerUseCoin(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayerUseCoin(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayerKeepBindTalk(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayerKeepBindTalk(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoKeepHackTalk(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoKeepHackTalk(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayerCinemaFrameTalk(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayerCinemaFrameTalk(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayerKeepCarryTalk(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayerKeepCarryTalk(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWithPlayerUseCoinTalk(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWithPlayerUseCoinTalk(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoNormalTalk(al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoNormalTalk(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWarpToCheckpoint(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoBossBattleStart(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoBossBattleStart(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoBossBattleEnd(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoBossBattleEnd(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoShineGet(Shine*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoAchievementShineGet(al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: endDemoShineGet(al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineGet(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineGet(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoShineDotGet(Shine*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineDotGet(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoShineMainGet(Shine*)
#include <Util/DemoUtil.h>
void rs:: setDemoInfoDemoName(const al:: LiveActor*,
const char*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineMainGet(const al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineMainGet(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoShineGrandGet(Shine*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineGrandGet(const al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineGrandGet(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoShineAppear(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineAppear(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoShineAppear(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoShineAppear(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWarp(al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWarp(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWarp(const al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWarp(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoHackStart(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoHackStart(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoAppearByBazookaElectric(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoAppearByBazookaElectric(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoLaunchBazookaElectric(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoLaunchBazookaElectric(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoSceneStartPlayerWalk(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoSceneStartPlayerWalk(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoGetLifeMaxUpItem(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoGetLifeMaxUpItem(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoBirdCarryMeat(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoBirdCarryMeat(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoBirdFindMeat(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoBirdFindMeat(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoGetTimeBalloon(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoGetTimeBalloon(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoJango(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoJango(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoTitleLogo(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoGoToEnding(al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemo(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemo(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoNormal(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoNormalWithCinemaFrame(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayer(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayer(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayerCinemaFrame(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayerCinemaFrame(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayerKeepCarry(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayerKeepCarry(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayerUseCoin(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayerUseCoin(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayerKeepBindTalk(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithPlayerKeepBindTalk(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWarpToCheckpoint(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoShineGet(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoShineGet(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoShineDotGet(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoShineDotGet(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoShineGrandGet(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoShineGrandGet(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoShineMainGet(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoShineMainGet(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWarp(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWarp(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoHackStart(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoHackStart(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoHackStartFirst(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isEqualDemoInfoDemoName(const al:: Scene*,
const char*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoScenarioCamera(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoGetLifeMaxUpItem(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoSceneStartPlayerWalk(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoBirdCarryMeat(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoBirdFindMeat(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoJango(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoJango(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoTitleLogo(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoGoToEnding(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoTalk(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoCinemaFrameTalk(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoKeepCarryTalk(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoUseCoinTalk(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoKeepHackTalk(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoNormalTalk(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoLaunchBazookaElectric(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoGiantWanderBossBattleStart(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoGiantWanderBossBattleStart(const OceanWaveActor*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoPlayerPuppetable(const al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: addDemoSubActor(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: registerShineTowerRocketToDemoDirector(ShineTowerRocket*)
#include <Util/DemoUtil.h>
ShineTowerRocket* rs:: tryGetShineTowerRocketFromDemoDirector(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: addDemoAppearFromHomeToList(ShineTowerRocket*)
#include <Util/DemoUtil.h>
void rs:: addDemoReturnToHomeToList(ShineTowerRocket*)
#include <Util/DemoUtil.h>
void rs:: addDemoRiseMapPartsToList(RiseMapPartsHolder*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoWorldIntroCamera(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoWorldIntroCamera(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoScenarioCamera(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoScenarioCamera(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoAppearFromHome(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoAppearFromHome(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoReturnToHome(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoReturnToHome(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoRiseMapParts(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoRiseMapParts(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: requestStartDemoPeachCastleCap(al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: requestEndDemoPeachCastleCap(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isExistDemoAppearFromHomeInList(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isExistDemoReturnToHome(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isExistDemoRiseMapPartsInList(const al:: Scene*)
#include <Util/DemoUtil.h>
al:: LiveActor* rs:: getRequestActor(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: requestValidateDemoSkip(IUseDemoSkip*,
const al:: LiveActor*)
#include <Util/DemoUtil.h>
IUseDemoSkip* rs:: getDemoSkipRequester(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isDemoEnableSkip(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isFirstDemo(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isEnableSkipDemo(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: skipDemo(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: updateOnlyDemoGraphics(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isFirstDemoWorldIntroCamera(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isFirstDemoScenarioStartCamera(const al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: noticeDemoSkipStart(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: noticeDemoSkipEnd(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isWaitDemoSkipEnd(const al:: LiveActor*)
#include <Util/DemoUtil.h>
CaptionInfoHolder* rs:: createCaptionInfoHolder(const char*)
#include <Util/DemoUtil.h>
void rs:: validateDemoCaption(const al:: LiveActor*,
CaptionInfoHolder*)
#include <Util/DemoUtil.h>
bool rs:: isActiveDemoWithCinemaCaption(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: tryAppearCinemaCaption(const al:: Scene*,
CinemaCaption*)
#include <Util/DemoUtil.h>
void rs:: startCloseDemoFade(const al:: LiveActor*,
s32)
#include <Util/DemoUtil.h>
void rs:: startOpenDemoFade(const al:: LiveActor*,
s32)
#include <Util/DemoUtil.h>
bool rs:: isDemoFadeCloseEnd(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isDemoFadeOpenEnd(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isDemoFadeWipeStateEnableOpenMenuOrSnapShotMode(const al:: Scene*)
#include <Util/DemoUtil.h>
DemoHackFirstDirector* rs:: tryCreateDemoHackFirstDirector(al:: LiveActor*,
s32,
const al:: ActorInitInfo&)
#include <Util/DemoUtil.h>
void rs:: noticeDemoStartToDemoHackFirstDirector(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: setBossBarrierField(BarrierField*)
#include <Util/DemoUtil.h>
BarrierField* rs:: tryGetBossBarrierField(const al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: setDemoEnvironmentChangeFlag(const al:: Scene*,
bool)
#include <Util/DemoUtil.h>
void rs:: setDemoEnvironmentChangeFlag(const al:: LiveActor*,
bool)
#include <Util/DemoUtil.h>
bool rs:: isDemoEnvironmentChange(const al:: Scene*)
#include <Util/DemoUtil.h>
bool rs:: isDemoEnvironmentChange(const al:: LiveActor*)
#include <Util/DemoUtil.h>
s32 rs:: getRandomActionIndexDemoChangeWorld(const al:: LiveActor*)
#include <Util/DemoUtil.h>
void rs:: setDemoInfoDemoName(const al:: Scene*,
const char*)
#include <Util/DemoUtil.h>
void rs:: getDemoInfoDemoName(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isTriggerDemoCancel(const al:: IUseSceneObjHolder*)
#include <Util/DemoUtil.h>
void rs:: updateDemoSystemOnly(const al:: Scene*)
#include <Util/DemoUtil.h>
void rs:: notifyDisableUpdateCamera(const al:: LiveActor*)
#include <Util/DemoUtil.h>
bool rs:: isDisableUpdateCamera(const al:: Scene*)
#include <Util/DemoUtil.h>
CapTargetInfo* rs:: createCapTargetInfo(al:: LiveActor*,
const char*)
#include <Util/Hack.h>
CapTargetInfo* rs:: createCapTargetInfoWithPlayerCollider(al:: LiveActor*,
IUsePlayerCollision*,
const char*)
#include <Util/Hack.h>
CapTargetInfo* rs:: createCapTargetInfoHackMapParts(al:: LiveActor*)
#include <Util/Hack.h>
CapTargetInfo* rs:: createCapTargetInfoLockOnOnlyNoArchive(al:: LiveActor*,
const sead:: Matrix34f*)
#include <Util/Hack.h>
void rs:: requestLockOnCapHitReaction(const al:: LiveActor*,
const CapTargetInfo*,
const char*)
#include <Util/Hack.h>
IUsePlayerHack* rs:: startHack(al:: HitSensor*,
al:: HitSensor*,
al:: LiveActor*)
#include <Util/Hack.h>
void rs:: endHack(IUsePlayerHack**)
#include <Util/Hack.h>
void rs:: endHackDir(IUsePlayerHack**,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: endHackTargetQuat(IUsePlayerHack**,
const sead:: Quatf&,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: endHackFromTargetPos(IUsePlayerHack**,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: endHackFromTargetPos(IUsePlayerHack**,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: endHackFromTargetPos(IUsePlayerHack**,
const sead:: Vector3f&,
const sead:: Quatf&,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: endHackWithDamage(IUsePlayerHack**)
#include <Util/Hack.h>
void rs:: endHackWithDamageAndVelocity(IUsePlayerHack**,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: endHackEscapeScale(IUsePlayerHack**,
f32)
#include <Util/Hack.h>
void rs:: endHackDirEscapeScale(IUsePlayerHack**,
const sead:: Vector3f&,
f32)
#include <Util/Hack.h>
void rs:: endHackDirEscapeScalePose(IUsePlayerHack**,
const sead:: Quatf&,
const sead:: Vector3f&,
f32)
#include <Util/Hack.h>
void rs:: endHackAirVelocity(IUsePlayerHack**,
const sead:: Vector3f&,
const sead:: Quatf&,
const sead:: Vector3f&,
s32)
#include <Util/Hack.h>
void rs:: endHackElectricWireToDestination(IUsePlayerHack**,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: endHackFastenerToDestination(IUsePlayerHack**,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: endHackBazookaElectricToDestination(IUsePlayerHack**,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Quatf&,
s32,
f32)
#include <Util/Hack.h>
void rs:: endHackThrowed(IUsePlayerHack**,
const sead:: Vector3f&)
#include <Util/Hack.h>
bool rs:: requestDamage(IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: syncDamageVisibility(al:: LiveActor*,
const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isDamageVisibilityHide(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTouchHackCancelCollisionCode(const al:: LiveActor*,
const IUsePlayerCollision*)
#include <Util/Hack.h>
bool rs:: isTouchHackDamageCollisionCode(const al:: LiveActor*,
const IUsePlayerCollision*)
#include <Util/Hack.h>
void rs:: updateMaterialCode(al:: LiveActor*,
const IUsePlayerCollision*)
#include <Util/Hack.h>
IUsePlayerHack* rs:: startHackStartDemo(IUsePlayerHack*,
al:: LiveActor*)
#include <Util/Hack.h>
IUsePlayerHack* rs:: startHackStartDemoPuppetable(IUsePlayerHack*,
al:: LiveActor*)
#include <Util/Hack.h>
void rs:: addHackStartDemoActor(IUsePlayerHack*,
al:: LiveActor*)
#include <Util/Hack.h>
void rs:: endHackStartDemo(IUsePlayerHack*,
al:: LiveActor*)
#include <Util/Hack.h>
bool rs:: tryEndHackStartDemo(IUsePlayerHack*,
al:: LiveActor*)
#include <Util/Hack.h>
bool rs:: isActiveHackStartDemo(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHackStartDemoEnterMario(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHackerStopMove(const al:: LiveActor*,
const IUsePlayerHack*,
f32)
#include <Util/Hack.h>
bool rs:: isHackerStopMoveGround(const al:: LiveActor*,
const IUsePlayerHack*,
f32,
const IUsePlayerCollision*)
#include <Util/Hack.h>
bool rs:: sendMsgHackerNoReaction(const IUsePlayerHack*,
al:: HitSensor*,
al:: HitSensor*)
#include <Util/Hack.h>
bool rs:: sendMsgHackerNoReactionWithoutShine(const IUsePlayerHack*,
al:: HitSensor*,
al:: HitSensor*)
#include <Util/Hack.h>
bool rs:: isMsgHackerDamageAndCancel(const al::SensorMsg*)
#include <Util/Hack.h>
bool rs:: isMsgEnableMapCheckPointWarpCollidedGround(const al::SensorMsg*,
const al:: LiveActor*)
#include <Util/Hack.h>
bool rs:: isMsgEnableMapCheckPointWarpCollidedGround(const al::SensorMsg*,
const IUsePlayerCollision*)
#include <Util/Hack.h>
bool rs:: receiveMsgRequestTransferHack(const al::SensorMsg*,
IUsePlayerHack*,
al:: HitSensor*)
#include <Util/Hack.h>
void rs:: hideHackCap(IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: showHackCap(IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: hideShadowHackCap(IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHackCapSeparateFlying(IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: calcGroundHeightHackerDepthShadowMapLength(al:: LiveActor*,
const IUsePlayerHack*,
const sead:: Vector3f&,
f32,
f32)
#include <Util/Hack.h>
void rs:: cutGroundHeightHackerDepthShadowMapLength(al:: LiveActor*,
const IUsePlayerHack*,
const char*,
const sead:: Vector3f&,
f32,
f32)
#include <Util/Hack.h>
void rs:: checkExistHeightSpaceAboveGround(f32*,
const IUsePlayerHack*,
f32)
#include <Util/Hack.h>
void rs:: requestRecoverySafetyPoint(IUsePlayerHack*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/Hack.h>
bool rs:: trySnapTransToSnapMoveArea(al:: LiveActor*,
bool,
const sead:: Vector3f&,
f32)
#include <Util/Hack.h>
void rs:: updateHackActorVisibilityBySeparatePlay(al:: LiveActor*,
IUsePlayerHack*,
const char*,
const char*)
#include <Util/Hack.h>
void rs:: startReset(al:: LiveActor*)
#include <Util/Hack.h>
void rs:: endReset(al:: LiveActor*)
#include <Util/Hack.h>
void rs:: calcHackerMoveVec(sead:: Vector3f*,
const IUsePlayerHack*,
const sead:: Vector3f&)
#include <Util/Hack.h>
bool rs:: calcHackerMoveDir(sead:: Vector3f*,
const IUsePlayerHack*,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: calcHackerWallInputVec(sead:: Vector3f*,
sead:: Vector3f*,
const IUsePlayerHack*,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: calcHackerWallInputVec(sead:: Vector3f*,
sead:: Vector3f*,
const sead:: Vector2f&,
const sead:: Vector3f&)
#include <Util/Hack.h>
f32 rs:: getHackMoveStickRaw(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: calcHackerWallInputDir(sead:: Vector3f*,
sead:: Vector3f*,
const IUsePlayerHack*,
const sead:: Vector3f&)
#include <Util/Hack.h>
bool rs:: addHackActorAccelStick(al:: LiveActor*,
const IUsePlayerHack*,
sead:: Vector3f*,
f32,
const sead:: Vector3f&)
#include <Util/Hack.h>
void rs:: calcHackMovePower(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: checkHackerMoveDir(const IUsePlayerHack*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <Util/Hack.h>
void rs:: calcHackerTrampleJumpParam(f32*,
f32*,
s32*,
al:: LiveActor*,
const IUsePlayerHack*,
f32,
f32,
f32,
f32,
f32,
s32,
f32,
f32,
f32,
f32,
f32)
#include <Util/Hack.h>
bool rs:: isOnHackMoveStick(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHoldHackJump(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isOnHackMoveStickDeepDown(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isOnHackMoveStickGreater(const IUsePlayerHack*,
f32)
#include <Util/Hack.h>
bool rs:: isTriggerHackAction(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackPreInputAction(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHoldHackAction(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isReleaseHackAction(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackJump(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackPreInputJump(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isReleaseHackJump(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackAnyButton(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackPreInputAnyButton(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHoldHackAnyButton(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isReleaseHackAnyButton(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSeparateJump(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHoldHackSeparateJump(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackStickRotateSpeed(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwing(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwingDirLeft(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwingDirRight(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwingDoubleHand(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwingDoubleHandReverseDir(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwingDoubleHandReverseInsideDir(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwingDoubleHandReverseOutsideDir(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackPoseRotZDegreeLeft(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackPoseRotZDegreeRight(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerTankCameraReset(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwingLeftHand(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerHackSwingRightHand(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackSwingThrowDir(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackSwingLeftHandDir(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackSwingRightHandDir(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackSwingVelLeftHand(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackSwingVelRightHand(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackCameraStickRaw(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getRadiconInputSteeringValue(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getRadiconInputThrottleValue(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerRecorderPlay(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerRecorderReverse(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHoldRecorderPlay(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHoldRecorderReverse(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerRecorderJump(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerRecorderCancel(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getHackGemyLeftStickRaw()
#include <Util/Hack.h>
void rs:: getHackGemyRightStickRaw()
#include <Util/Hack.h>
bool rs:: isTriggerGemyResetCamera(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerGemyChangeCamera(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerSubjectiveCamera(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerFlutter(const IUsePlayerHack*,
f32)
#include <Util/Hack.h>
bool rs:: isTriggerFukankunZoomOn(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerFukankunZoomOff(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isHoldFukankunZoom(const IUsePlayerHack*)
#include <Util/Hack.h>
void rs:: getPoleJumpPadPoseMtx(sead:: Matrix33f*)
#include <Util/Hack.h>
void rs:: getPoleJumpPadAcceleration(sead:: Vector3f*)
#include <Util/Hack.h>
bool rs:: isTriggerIceClimberClimbLeft(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerIceClimberClimbRight(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: isTriggerIceClimberFall(const IUsePlayerHack*)
#include <Util/Hack.h>
bool rs:: tryCloseHackTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: changeHackTutorialText(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: resetHackTutorialText(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearBindTutorial(const al:: IUseSceneObjHolder*,
const BindInfo&)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryCloseBindTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryCloseObjectTutorial(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: appearFirstHackTutorialFrog(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: appearFirstHackTutorialKoopa(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryAppearObjectTutorial(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryAppearObjectTutorialOpening(const al:: IUseSceneObjHolder*,
const char*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryCloseObjectTutorialOpening(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryAppearObjectTutorialHipDrop(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryCloseObjectTutorialHipDrop(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryAppearObjectTutorialCapThrow(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryCloseObjectTutorialCapThrow(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearPlayerGrabPoleTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryClosePlayerGrabPoleTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearPlayerClimbPoleTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryClosePlayerClimbPoleTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearPlayerClimbPoleTopTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryClosePlayerClimbPoleTopTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearKoopaCapTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearKoopaCapTutorialNoMovie(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryCloseKoopaCapTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: changeSeparatePlayTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: changeSinglePlayTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: changeEnableCapTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: changeDisableCapTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearSignboardTutorial(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: isExistSignboardTutorialMovie(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryCloseSignboardTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearAmiiboHelpNpcTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryAppearAmiiboHelpNpcSeparateTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: tryAppearPlayerCameraSubjectiveTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: tryClosePlayerCameraSubjectiveTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: appearCapMsgTutorial(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: closeCapMsgTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: appearRaceTutorial(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: killRaceTutorial(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: appearRaceTutorialTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: isShowTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
bool rs:: isShowObjectTutorial(const al:: IUseSceneObjHolder*,
const char*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: hideTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: showTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: appearTutorialForDemo(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: killTutorial(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
void rs:: updateGyroText(const al:: IUseSceneObjHolder*)
#include <Util/InputInterruptTutorialUtil.h>
ItemType::ValueType rs:: getItemType(const al:: ActorInitInfo& info)
#include <Util/ItemUtil.h>
ItemType::ValueType rs:: getItemTypeFromName(const char* name)
#include <Util/ItemUtil.cpp>
ItemType::ValueType rs:: getItemType(const char* name)
#include <Util/ItemUtil.h>
bool rs:: isItemTypeKuriboMini(s32* out,
s32 type)
#include <Util/ItemUtil.h>
bool rs:: tryInitItemAndAddToKeeper(al:: LiveActor* actor,
s32 itemType,
const al:: ActorInitInfo& info,
bool isAppearAbove)
#include <Util/ItemUtil.cpp>
void rs:: initItemByPlacementInfo(al:: LiveActor* actor,
const al:: ActorInitInfo& info,
bool isAppearAbove)
#include <Util/ItemUtil.h>
bool rs:: tryInitItemByPlacementInfo(al:: LiveActor* actor,
const al:: ActorInitInfo& info,
bool isAppearAbove)
#include <Util/ItemUtil.h>
void rs:: initItem2DByPlacementInfo(al:: LiveActor* actor,
const al:: ActorInitInfo& info)
#include <Util/ItemUtil.h>
bool rs:: tryInitItem2DByPlacementInfo(al:: LiveActor* actor,
const al:: ActorInitInfo& info)
#include <Util/ItemUtil.h>
bool rs:: tryInitItem(al:: LiveActor* actor,
s32 itemType,
const al:: ActorInitInfo& info,
bool isAppearAbove)
#include <Util/ItemUtil.h>
Shine* rs:: tryInitShineByPlacementInfoWithItemMenu(const al:: ActorInitInfo& info)
#include <Util/ItemUtil.h>
Shine* rs:: initShineByPlacementInfo(const al:: ActorInitInfo& info)
#include <Util/ItemUtil.h>
Shine* rs:: tryInitLinkShine(const al:: ActorInitInfo& info,
const char* name,
s32 linkIndex)
#include <Util/ItemUtil.h>
Shine* rs:: tryInitLinkShineHintPhoto(const al:: ActorInitInfo& info,
const char* name,
s32 linkIndex)
#include <Util/ItemUtil.h>
Shine* rs:: initLinkShine(const al:: ActorInitInfo& info,
const char* name,
s32 linkIndex)
#include <Util/ItemUtil.h>
Shine* rs:: initLinkShopShine(const al:: ActorInitInfo& info,
const char* name)
#include <Util/ItemUtil.h>
Shine* rs:: initLinkShineChipShine(const al:: ActorInitInfo& info)
#include <Util/ItemUtil.h>
Shine* rs:: initLinkBossShine(const al:: ActorInitInfo& info)
#include <Util/ItemUtil.h>
void rs:: createShineEffectInsideObject(Shine* shine,
const al:: LiveActor* actor,
const al:: ActorInitInfo& info)
#include <Util/ItemUtil.h>
void rs:: appearPopupShine(Shine* shine)
#include <Util/ItemUtil.h>
void rs:: appearPopupShine(Shine* shine,
const al:: LiveActor* actor)
#include <Util/ItemUtil.h>
void rs:: appearPopupShine(Shine* shine,
const sead:: Vector3f& trans)
#include <Util/ItemUtil.h>
void rs:: appearPopupShineWithoutDemo(Shine* shine)
#include <Util/ItemUtil.h>
void rs:: appearPopupShineWithoutDemo(Shine* shine,
const al:: LiveActor* actor)
#include <Util/ItemUtil.h>
void rs:: appearPopupShineWithoutDemo(Shine* shine,
const sead:: Vector3f& trans)
#include <Util/ItemUtil.h>
void rs:: appearPopupShineWithoutWarp(Shine* shine)
#include <Util/ItemUtil.h>
void rs:: appearPopupShineGrandByBoss(Shine* shine,
s32 a2)
#include <Util/ItemUtil.h>
void rs:: appearWaitShine(Shine* shine)
#include <Util/ItemUtil.h>
void rs:: appearWaitShine(Shine* shine,
const sead:: Vector3f& trans)
#include <Util/ItemUtil.h>
bool rs:: isEndAppearShine(const Shine* shine)
#include <Util/ItemUtil.h>
bool rs:: isGotShine(const Shine* shine)
#include <Util/ItemUtil.h>
bool rs:: isAliveShine(const Shine* shine)
#include <Util/ItemUtil.h>
bool rs:: isMainShine(const Shine* shine)
#include <Util/ItemUtil.h>
void rs:: updateHintTrans(const Shine* shine,
const sead:: Vector3f& trans)
#include <Util/ItemUtil.h>
void rs:: appearShineAndJoinBossDemo(Shine* shine,
const char* name,
const sead:: Quatf& quat,
const sead:: Vector3f& trans)
#include <Util/ItemUtil.h>
void rs:: endShineBossDemo(Shine* shine)
#include <Util/ItemUtil.h>
void rs:: endShineBossDemoAndStartFall(Shine* shine,
f32 a2)
#include <Util/ItemUtil.h>
void rs:: setAppearItemFactorByMsg(const al:: LiveActor* actor,
const al::SensorMsg* msg,
const al:: HitSensor* sensor)
#include <Util/ItemUtil.h>
void rs:: setAppearItemFactorAndOffsetByMsg(const al:: LiveActor* actor,
const al::SensorMsg* msg,
const al:: HitSensor* sensor)
#include <Util/ItemUtil.h>
void rs:: setAppearItemFactorAndOffsetForCombo(const al:: LiveActor* actor,
const al::SensorMsg* msg,
const al:: HitSensor* sensor,
bool isSuperCombo)
#include <Util/ItemUtil.h>
void rs:: appearItemFromObj(al:: LiveActor* actor,
const sead:: Vector3f& trans,
const sead:: Quatf& quat,
f32 offset)
#include <Util/ItemUtil.h>
void rs:: appearItemFromObj(al:: LiveActor* actor,
al:: HitSensor* sensor,
f32 offset)
#include <Util/ItemUtil.h>
void rs:: appearItemFromObj(al:: LiveActor* actor,
al:: HitSensor* sensor,
const sead:: Vector3f& offset)
#include <Util/ItemUtil.h>
void rs:: appearItemFromObjGravity(al:: LiveActor* actor,
al:: HitSensor* sensor,
const sead:: Vector3f& offset)
#include <Util/ItemUtil.h>
bool rs:: tryAppearMultiCoinFromObj(al:: LiveActor* actor,
const sead:: Vector3f& trans,
s32 step,
f32 offsetAbove)
#include <Util/ItemUtil.h>
bool rs:: tryAppearMultiCoinFromObj(al:: LiveActor* actor,
const sead:: Vector3f& trans,
const sead:: Quatf& quat,
s32 step,
f32 offsetAbove)
#include <Util/ItemUtil.h>
bool rs:: tryAppearMultiCoinFromObj(al:: LiveActor* actor,
al:: HitSensor* sensor,
s32 step,
f32 offsetAbove)
#include <Util/ItemUtil.h>
bool rs:: tryAppearMultiCoinFromObj(al:: LiveActor* actor,
al:: HitSensor* sensor,
s32 step,
const sead:: Vector3f& offset)
#include <Util/ItemUtil.h>
void rs:: syncCoin2DAnimFrame(al:: LiveActor* actor,
const char* name)
#include <Util/ItemUtil.h>
const char* rs:: getStageCoinCollectArchiveName(const al:: LiveActor* actor)
#include <Util/ItemUtil.h>
const char* rs:: getStageCoinCollectEmptyArchiveName(const al:: LiveActor* actor)
#include <Util/ItemUtil.h>
const char* rs:: getStageCoinCollect2DArchiveName(const al:: LiveActor* actor)
#include <Util/ItemUtil.h>
const char* rs:: getStageCoinCollect2DEmptyArchiveName(const al:: LiveActor* actor)
#include <Util/ItemUtil.h>
s32 rs:: getStageShineAnimFrame(const al:: LiveActor* actor)
#include <Util/ItemUtil.h>
s32 rs:: getStageShineAnimFrame(const al:: LiveActor* actor,
s32 worldId)
#include <Util/ItemUtil.h>
s32 rs:: getStageShineAnimFrame(const al:: LiveActor* actor,
const char* stageName)
#include <Util/ItemUtil.h>
void rs:: startShineAnimAndSetFrameAndStop(al:: LiveActor* actor,
const char* animName,
s32 frame,
bool isMatAnim)
#include <Util/ItemUtil.cpp>
void rs:: setStageShineAnimFrame(al:: LiveActor* actor,
const char* stageName,
s32 shineAnimFrame,
bool isMatAnim)
#include <Util/ItemUtil.h>
const char* rs:: getStageShineArchiveName(const al:: LiveActor* actor,
const char* stageName)
#include <Util/ItemUtil.h>
const char* rs:: getStageShineEmptyArchiveName(const al:: LiveActor* actor,
const char* stageName)
#include <Util/ItemUtil.h>
void rs:: setMaterialAsEmptyModel(al:: LiveActor* actor)
#include <Util/ItemUtil.h>
void rs:: setProjectionMtxAsEmptyModel2d(al:: LiveActor* actor,
const sead:: Vector2f& vec)
#include <Util/ItemUtil.h>
rs:: SEAD_ENUM(ItemType,
None = -1,
Coin,
Coin2D,
CoinBlow,
CoinBlowVeryLittle,
CoinPopUp,
CoinPopUpWithoutHitReaction,
Coin3,
Coin5,
Coin10,
Coin10Auto,
Coin5Count,
Coin100,
LifeUpItem,
LifeUpItemBack,
LifeUpItem2D,
LifeMaxUpItem,
LifeMaxUpItem2D,
Shine,
AirBubble,
DotMarioCat,
KuriboMini3,
KuriboMini8,
CoinStackBound,
Random)
#include <Util/ItemUtil.h>
void rs:: appearRandomItemFromObj(al:: LiveActor* actor,
al:: HitSensor* sensor,
f32 offset)
#include <Util/ItemUtil.h>
void rs:: addDemoRacePrizeCoin(al:: LiveActor* actor)
#include <Util/ItemUtil.h>
void rs:: resetJudge(IJudge* judge)
#include <Util/JudgeUtil.h>
void rs:: updateJudge(IJudge* judge)
#include <Util/JudgeUtil.h>
bool rs:: isJudge(const IJudge* judge)
#include <Util/JudgeUtil.h>
bool rs:: updateJudgeAndResult(IJudge* judge)
#include <Util/JudgeUtil.h>
bool rs:: judgeAndResetReturnTrue(IJudge* judge)
#include <Util/JudgeUtil.h>
bool rs:: isEnableShowDemoAfterOpenMoonRockFirst(const al:: LiveActor* actor)
#include <Util/MoonRockUtil.h>
bool rs:: isFirstDemoOpenMoonRock(const al:: LiveActor* actor)
#include <Util/MoonRockUtil.h>
bool rs:: isEnableShowDemoMoonRockMapWorld(const al:: LiveActor* actor)
#include <Util/MoonRockUtil.h>
void rs:: showDemoAfterOpenMoonRockFirst(const al:: LiveActor* actor)
#include <Util/MoonRockUtil.h>
void rs:: showDemoMoonRockMapWorld(const al:: LiveActor* actor)
#include <Util/MoonRockUtil.h>
const char* rs:: getNetworkPrototypeDirectory()
#include <Util/NetworkUtil.h>
void rs:: convertComputerNameToFullName(sead:: BufferedSafeString* fullName,
const char* computerName)
#include <Util/NetworkUtil.h>
void rs:: convertComputerNameToSecondName(sead:: BufferedSafeString* secondName,
const char* computerName)
#include <Util/NetworkUtil.h>
void rs:: convertComputerNameToSecondKanaName(sead:: BufferedSafeString* secondKanaName,
const char* computerName)
#include <Util/NetworkUtil.h>
bool rs:: tryApplyNpcMaterialAnimPresetFromPlacementInfo(al:: LiveActor*,
const al:: ActorInitInfo&,
const TalkNpcParam*)
#include <Util/NpcAnimUtil.h>
void rs:: setNpcMaterialAnimFromPlacementInfo(al:: LiveActor*,
const al:: ActorInitInfo&)
#include <Util/NpcAnimUtil.h>
bool rs:: tryUpdateNpcEyeLineAnim(al:: LiveActor*,
const TalkNpcParam*)
#include <Util/NpcAnimUtil.h>
bool rs:: tryUpdateNpcEyeLineAnimToTarget(al:: LiveActor*,
const TalkNpcParam*,
const sead:: Vector3f&,
bool)
#include <Util/NpcAnimUtil.h>
void rs:: resetNpcEyeLineAnim(al:: LiveActor*)
#include <Util/NpcAnimUtil.h>
bool rs:: tryUpdateNpcFacialAnim(al:: LiveActor*,
const TalkNpcParam*)
#include <Util/NpcAnimUtil.h>
void rs:: trySwitchDepthToSelfShadow(al:: LiveActor*)
#include <Util/NpcAnimUtil.h>
bool rs:: tryReceiveMsgPlayerDisregard(const al::SensorMsg*,
al:: HitSensor*,
const TalkNpcParam*)
#include <Util/NpcAnimUtil.h>
void rs:: attackSensorNpcCommon(al:: HitSensor*,
al:: HitSensor*)
#include <Util/NpcAnimUtil.h>
bool rs:: receiveMsgNpcCommonNoReaction(const al::SensorMsg*,
al:: HitSensor*,
al:: HitSensor*)
#include <Util/NpcAnimUtil.h>
void rs:: calcNpcPushVecBetweenSensors(sead:: Vector3f*,
al:: HitSensor*,
al:: HitSensor*)
#include <Util/NpcAnimUtil.h>
NpcJointLookAtController* rs:: createAndAppendNpcJointLookAtController(al:: LiveActor*,
const TalkNpcParam*)
#include <Util/NpcAnimUtil.h>
NpcJointLookAtController* rs:: tryCreateAndAppendNpcJointLookAtController(al:: LiveActor*,
const TalkNpcParam*)
#include <Util/NpcAnimUtil.h>
NpcJointLookAtController* rs:: tryCreateAndAppendNpcJointLookAtController(al:: LiveActor*,
const TalkNpcParam*,
f32)
#include <Util/NpcAnimUtil.h>
void rs:: setPlayerEyeSensorHitHolder(NpcJointLookAtController*,
const PlayerEyeSensorHitHolder*)
#include <Util/NpcAnimUtil.h>
s32 rs:: getNpcJointLookAtControlJointNum(const TalkNpcParam*)
#include <Util/NpcAnimUtil.h>
void rs:: updateNpcJointLookAtController(NpcJointLookAtController*)
#include <Util/NpcAnimUtil.h>
void rs:: cancelUpdateNpcJointLookAtController(NpcJointLookAtController*)
#include <Util/NpcAnimUtil.h>
void rs:: updateNpcJointLookAtControllerLookAtDistance(NpcJointLookAtController*,
f32)
#include <Util/NpcAnimUtil.h>
void rs:: invalidateNpcJointLookAtController(NpcJointLookAtController*)
#include <Util/NpcAnimUtil.h>
void rs:: validateNpcJointLookAtController(NpcJointLookAtController*)
#include <Util/NpcAnimUtil.h>
void rs:: requestLookAtTargetTrans(NpcJointLookAtController*,
const sead:: Vector3f&)
#include <Util/NpcAnimUtil.h>
void rs:: initCapWorldNpcTail(al:: LiveActor*)
#include <Util/NpcAnimUtil.h>
bool rs:: tryStartForestManFlowerAnim(al:: LiveActor*)
#include <Util/NpcAnimUtil.h>
bool rs:: tryUpdateMaterialCodeByFloorCollisionOnArrow(al:: LiveActor*)
#include <Util/NpcAnimUtil.h>
void rs:: tryAttachConnectorToCollisionTFSV(al:: LiveActor*,
al::MtxConnector*,
sead:: Quatf*)
#include <Util/NpcAnimUtil.h>
void rs:: tryConnectToCollisionTFSV(al:: LiveActor*,
const al::MtxConnector*,
sead:: Quatf*)
#include <Util/NpcAnimUtil.h>
al:: LiveActor* rs:: tryGetSubActorCityMayorFace(const al:: LiveActor*)
#include <Util/NpcAnimUtil.h>
void rs:: syncActionCityMayorFace(al:: LiveActor*)
#include <Util/NpcAnimUtil.h>
void rs:: syncMtsAnimCityMayorFace(al:: LiveActor*)
#include <Util/NpcAnimUtil.h>
bool rs:: isExistFaceAnim(al:: LiveActor*,
const char*)
#include <Util/NpcAnimUtil.h>
void rs:: animateCityMayorFace(al:: LiveActor*,
const char*,
f32)
#include <Util/NpcAnimUtil.h>
ShellActorStateReaction* rs:: createNpcStateReaction(al:: LiveActor*,
const TalkNpcParam*,
const NpcStateReactionParam*)
#include <Util/NpcAnimUtil.h>
bool rs:: isInvalidTrampleSensor(const al:: HitSensor*,
const TalkNpcParam*)
#include <Util/NpcAnimUtil.h>
al::EventFlowExecutor* rs:: initEventFlow(al:: LiveActor*,
const al:: ActorInitInfo&,
const char*,
const char*)
#include <Util/NpcEventFlowUtil.h>
void rs:: startEventFlow(al::EventFlowExecutor*,
const char*)
#include <Util/NpcEventFlowUtil.h>
bool rs:: updateEventFlow(al::EventFlowExecutor*)
#include <Util/NpcEventFlowUtil.h>
void rs:: initEventMessageTagDataHolder(al::EventFlowExecutor*,
const al:: MessageTagDataHolder*)
#include <Util/NpcEventFlowUtil.h>
bool rs:: trySendMsgPlayerReflectOrTrample(const al:: LiveActor*,
al:: HitSensor*,
al:: HitSensor*)
#include <Util/ObjUtil.h>
bool rs:: findWallCatchPos(const al:: CollisionParts**,
sead:: Vector3f*,
sead:: Vector3f*,
const al:: LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32,
f32,
f32,
f32,
f32,
f32)
#include <Util/ObjUtil.h>
bool rs:: findGrabCeilPosNoWallHit(const al:: CollisionParts**,
sead:: Vector3f*,
sead:: Vector3f*,
sead:: Vector3f*,
const al:: LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32,
f32)
#include <Util/ObjUtil.h>
bool rs:: findGrabCeilPosWallHit(const al:: CollisionParts**,
sead:: Vector3f*,
sead:: Vector3f*,
sead:: Vector3f*,
const al:: LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32,
f32)
#include <Util/ObjUtil.h>
void rs:: calcOffsetAllRoot(sead:: Vector3f* offset,
const PlayerModelHolder* model)
#include <Util/ObjUtil.h>
bool rs:: convergeOnGroundCount(s32*,
const al:: LiveActor*,
const IUsePlayerCollision*,
s32,
s32)
#include <Util/ObjUtil.h>
bool rs:: isOnGroundRunAngle(const al:: LiveActor*,
const IUsePlayerCollision*,
const PlayerConst*)
#include <Util/ObjUtil.h>
void rs:: startHitReactionHipDropLand(al:: LiveActor*,
bool)
#include <Util/ObjUtil.h>
void rs:: waitGround(al:: LiveActor*,
const IUsePlayerCollision*,
f32,
f32,
f32,
f32)
#include <Util/ObjUtil.h>
void rs:: slerpUpFront(al:: LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32,
f32)
#include <Util/ObjUtil.h>
bool rs:: calcSlideDir(sead:: Vector3f*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/ObjUtil.h>
void rs:: moveDivingJump(al:: LiveActor*,
const sead:: Vector3f&,
f32,
f32,
f32,
f32,
f32,
f32,
f32,
f32)
#include <Util/ObjUtil.h>
void rs:: sendPlayerCollisionTouchMsg(const al:: LiveActor*,
al:: HitSensor*,
const IUsePlayerCollision*)
#include <Util/ObjUtil.h>
f32 rs:: getGroundHeight(const IUsePlayerHeightCheck*)
#include <Util/PlayerCollisionUtil.h>
const sead:: Vector3f& rs:: getCollidedWallPos(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
const sead:: Vector3f& rs:: getCollidedWallNormal(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
const al:: CollisionParts* rs:: getCollidedWallCollisionParts(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
const sead:: Vector3f& rs:: getCollidedGroundPos(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
const sead:: Vector3f& rs:: getCollidedGroundNormal(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
const al:: CollisionParts* rs:: getCollidedGroundCollisionParts(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
const sead:: Vector3f& rs:: getCollidedCeilingPos(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
const sead:: Vector3f& rs:: getCollidedCeilingNormal(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
const al:: CollisionParts* rs:: getCollidedCeilingCollisionParts(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollidedGround(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollidedGroundRunAngle(const al:: LiveActor*,
const IUsePlayerCollision*,
const PlayerConst*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isOnGroundSlopeSlideStart(const al:: LiveActor*,
const IUsePlayerCollision*,
const PlayerConst*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isOnGroundForceSlideCode(const al:: LiveActor*,
const IUsePlayerCollision*,
const PlayerConst*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isOnGroundForceRollingCode(const al:: LiveActor*,
const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isOnGroundLessAngle(const al:: LiveActor*,
const IUsePlayerCollision*,
f32)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isPlayerOnGround(const al:: LiveActor*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isOnGround(const al:: LiveActor*,
const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isJustLand(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
void rs:: calcGroundNormalOrGravityDir(sead:: Vector3f*,
const al:: LiveActor*,
const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollisionCodeSandSink(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollidedWall(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollidedCeiling(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isActionCodeNoWallGrab(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isActionCodeNoActionWall(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollisionCodeGrabCeilAny(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollisionCodeGrabCeilWall(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollisionCodeGrabCeilCeiling(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isCollisionCodeGrabCeilGrround(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
void rs:: setColliderFilterCollisionParts(IUsePlayerCollision*,
const al:: CollisionPartsFilterBase*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: reboundVelocityFromCollision(al:: LiveActor*,
const IUsePlayerCollision*,
f32,
f32,
f32)
#include <Util/PlayerCollisionUtil.h>
al:: HitSensor* rs:: tryGetCollidedCeilingSensor(const IUsePlayerCollision*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isOnGroundSlopeSlideEnd(const al:: LiveActor*,
const IUsePlayerCollision*,
const PlayerConst*)
#include <Util/PlayerCollisionUtil.h>
bool rs:: isAutoRunOnGroundSkateCode(const al:: LiveActor*,
const IUsePlayerCollision*,
f32)
#include <Util/PlayerCollisionUtil.h>
IUsePlayerPuppet* rs:: startPuppet(al:: HitSensor* actorHitSensor,
al:: HitSensor* playerHitSensor)
#include <Util/PlayerPuppetFunction.h>
void rs:: endBindAndPuppetNull(IUsePlayerPuppet** playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: endBindOnGroundAndPuppetNull(IUsePlayerPuppet** playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: endBindJumpAndPuppetNull(IUsePlayerPuppet** playerPuppet,
const sead:: Vector3f& endTrans,
s32 timeBeforeEnd)
#include <Util/PlayerPuppetFunction.h>
void rs:: endBindWallJumpAndPuppetNull(IUsePlayerPuppet** playerPuppet,
const sead:: Vector3f& endTrans,
s32 timeBeforeEnd)
#include <Util/PlayerPuppetFunction.h>
void rs:: endBindCapThrow(IUsePlayerPuppet** playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: tryReceiveBindCancelMsgAndPuppetNull(IUsePlayerPuppet** playerPuppet,
const al::SensorMsg* msg)
#include <Util/PlayerPuppetFunction.h>
void rs:: setPuppetTrans(IUsePlayerPuppet* playerPuppet,
const sead:: Vector3f& trans)
#include <Util/PlayerPuppetFunction.h>
void rs:: setPuppetVelocity(IUsePlayerPuppet* playerPuppet,
const sead:: Vector3f& velocity)
#include <Util/PlayerPuppetFunction.h>
void rs:: setPuppetFront(IUsePlayerPuppet* playerPuppet,
const sead:: Vector3f& front)
#include <Util/PlayerPuppetFunction.h>
void rs:: calcPuppetUp(sead:: Vector3f* up,
const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: setPuppetUp(IUsePlayerPuppet* playerPuppet,
const sead:: Vector3f& up)
#include <Util/PlayerPuppetFunction.h>
void rs:: calcPuppetFront(sead:: Vector3f* front,
const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: setPuppetQuat(IUsePlayerPuppet* playerPuppet,
const sead:: Quatf& quat)
#include <Util/PlayerPuppetFunction.h>
void rs:: resetPuppetPosition(IUsePlayerPuppet* playerPuppet,
const sead:: Vector3f& trans)
#include <Util/PlayerPuppetFunction.h>
void rs:: addPuppetVelocityFall(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
const sead:: Vector3f& rs:: getPuppetGravity(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
const sead:: Vector3f& rs:: getPuppetVelocity(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
const sead:: Vector3f& rs:: getPuppetTrans(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: calcPuppetQuat(sead:: Quatf* quat,
const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: startPuppetAction(IUsePlayerPuppet* playerPuppet,
const char* action)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetActionEnd(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetActionPlaying(const IUsePlayerPuppet* playerPuppet,
const char* action)
#include <Util/PlayerPuppetFunction.h>
void rs:: setPuppetAnimRate(IUsePlayerPuppet* playerPuppet,
f32 animRate)
#include <Util/PlayerPuppetFunction.h>
void rs:: setPuppetAnimBlendWeight(IUsePlayerPuppet* playerPuppet,
f32 weight1,
f32 weight2,
f32 weight3,
f32 weight4,
f32 weight5,
f32 weight6)
#include <Util/PlayerPuppetFunction.h>
f32 rs:: getPuppetAnimFrameMax(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: startPuppetHitReactionLand(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: hidePuppet(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: showPuppet(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetHidden(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: syncPuppetVisibility(al:: LiveActor* actor,
const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: hidePuppetSilhouette(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: showPuppetSilhouette(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: hidePuppetShadow(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: showPuppetShadow(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: validatePuppetSensor(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidatePuppetSensor(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidatePuppetCollider(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isCollidedPuppetGround(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
const sead:: Vector3f& rs:: getCollidedPuppetGroundNormal(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: validatePuppetCollider(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: requestDamage(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: clearStainEffect(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: copyPuppetDitherAlpha(IUsePlayerPuppet* playerPuppet,
const al:: LiveActor* actor)
#include <Util/PlayerPuppetFunction.h>
void rs:: validatePuppetLookAt(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidatePuppetLookAt(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: validatePuppetForceLookAt(IUsePlayerPuppet* playerPuppet,
const sead:: Vector3f& lookAt)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidatePuppetForceLookAt(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: validatePuppetSeparateMode(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidatePuppetSeparateMode(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: validatePuppetReceivePush(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidatePuppetReceivePush(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: forcePutOnPuppetCap(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: forcePutOnPuppetCapWithEffect(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: setForceRunAfterEndBind(IUsePlayerPuppet* playerPuppet,
s32,
f32)
#include <Util/PlayerPuppetFunction.h>
void rs:: validateRecoveryArea(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidateRecoveryArea(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: validateGuideArrow(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidateGuideArrow(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: validateWaterSurfaceShadow(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: invalidateWaterSurfaceShadow(IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetInputCapThrow(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetInputSwing(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
BindKeepDemoInfo* rs:: initBindKeepDemoInfo()
#include <Util/PlayerPuppetFunction.h>
bool rs:: isActiveBindKeepDemo(const BindKeepDemoInfo* bindKeepDemoInfo)
#include <Util/PlayerPuppetFunction.h>
bool rs:: tryStartBindKeepDemo(BindKeepDemoInfo* bindKeepDemoInfo,
const al::SensorMsg* msg,
const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: tryEndBindKeepDemo(BindKeepDemoInfo* bindKeepDemoInfo,
const al::SensorMsg* msg,
IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetTrigJumpButton(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetHoldJumpButton(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetTrigActionButton(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetHoldActionButton(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetTriggerAnyButton(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetHoldAnyButton(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetMoveStickOn(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetStartWorldWarp(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isPuppetCancelWorldWarp(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
const sead:: Vector2f& rs:: getPuppetMoveStick(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
bool rs:: isTriggerGetOff(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
f32 rs:: getPuppetPoseRotZDegreeLeft(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
f32 rs:: getPuppetPoseRotZDegreeRight(const IUsePlayerPuppet* playerPuppet)
#include <Util/PlayerPuppetFunction.h>
void rs:: requestUpdateSafetyPoint(IUsePlayerPuppet* playerPuppet,
const al:: LiveActor* actor,
const IUsePlayerCollision* playerCollision)
#include <Util/PlayerPuppetFunction.h>
void rs:: requestForceSafetyPoint(IUsePlayerPuppet* playerPuppet,
const sead:: Vector3f& recoveryTrans,
const sead:: Vector3f& recoveryNormal)
#include <Util/PlayerPuppetFunction.h>
void rs:: initPlayerActorInfo(PlayerActorBase*,
const PlayerInitInfo&)
#include <Util/PlayerUtil.h>
const char* rs:: getInitPlayerModelName(const PlayerInitInfo&)
#include <Util/PlayerUtil.h>
bool rs:: isNeedCreateNoseNeedle(const PlayerInitInfo&)
#include <Util/PlayerUtil.h>
bool rs:: isClosetScenePlayer(const PlayerInitInfo&)
#include <Util/PlayerUtil.h>
al:: GamePadSystem* rs:: getGamePadSystem(const PlayerInitInfo&)
#include <Util/PlayerUtil.h>
const char* rs:: getInitCapTypeName(const PlayerInitInfo&)
#include <Util/PlayerUtil.h>
al:: SklAnimRetargettingInfo* rs:: createPlayerSklRetargettingInfo(al:: LiveActor*,
const sead:: Vector3f&)
#include <Util/PlayerUtil.h>
const sead:: Vector3f& rs:: getPlayerPos(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
const sead:: Vector3f& rs:: getPlayerHeadPos(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
const sead:: Vector3f& rs:: getPlayerBodyPos(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerSideDir(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerUpDir(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerFrontDir(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerGroundPoseUp(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isNearPlayerH(const al:: LiveActor*,
f32)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerFollowLayoutWorldPos(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHack(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackGroupUseCameraStick(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: tryCalcPlayerCeilingSpace(f32*,
const al:: LiveActor*,
f32,
f32)
#include <Util/PlayerUtil.h>
bool rs:: tryCalcKidsGuideCeilingSpace(f32*,
const al:: LiveActor*,
f32,
f32)
#include <Util/PlayerUtil.h>
const sead:: Vector3f& rs:: getPlayerVelocity(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: tryCalcPlayerModelHeadJointPos(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: tryCalcPlayerModelHeadJointUp(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: tryCalcPlayerModelHeadJointFront(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: tryCalcPlayerModelHeadJointSide(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: tryCalcPlayerModelNoseJointMtx(sead:: Matrix34f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerDamageStopDemo(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackType(const al:: LiveActor*,
s32)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackRigidBody(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackJugemFishing(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackKuriboAny(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackKuribo(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackKuriboWing(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackStatueMario(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackEnemy(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackTrilemmaRock(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackTrilemmaPaper(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackTrilemmaScissors(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackElectricWire(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackTRex(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackFukankun(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackHosui(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackYoshi(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackYukimaru(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackHammerBros(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackBazookaElectric(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackBubble(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackTank(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackTsukkun(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackPukupuku(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackPukupukuAll(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackRadiconNpc(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackSenobi(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackKakku(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackGroupTalkScare(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerHackNoSeparateCameraInput(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEnableToSeeOddSpace(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerMini(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayer3D(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayer2D(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerSquat(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInWater(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerPoleClimb(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerWallCatch(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerCameraSubjective(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEnableTalkGround(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEnableTalkSwim(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerBinding(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEquipSomething(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEquipRocketFlower(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEquipNoSeparateAction(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerCarrySomething(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerNoInput(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEnableShowTutorialInput(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerSafetyPointRecovery(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerPlayingSwitchOnAnim(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEquipNoSeparateTutorial(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerWaitSleep(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerAboveSeparateCapGuideArrow(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInvalidateGuideArrow(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInvisibleCap(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerEnablePeachAmiibo(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerActiveMarioAmiiboInvincible(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerCollidedGround(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerCollidedCeiling(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerOnActor(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerOnChairActor(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerOnBedActor(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerFaceToTarget(const al:: LiveActor*,
const sead:: Vector3f&)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerFaceToTarget(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerFaceToTargetInRange(const al:: LiveActor*,
const sead:: Vector3f&,
f32)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerFaceToTargetInRange(const al:: LiveActor*,
f32)
#include <Util/PlayerUtil.h>
bool rs:: tryGetFlyingCapPos(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: tryGetFlyingCapVelocity(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isEnableReceiveCapStartLockOnAngle(const al:: LiveActor*,
const al:: HitSensor*)
#include <Util/PlayerUtil.h>
bool rs:: isEquipCapCatched(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
f32 rs:: getFlyingCapThrowSpeedMax(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerCapSpinOrFlying(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerCapFlying(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerCapSeparateThrow(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isEmptyPlayerOxygen(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: recoveryPlayerOxygen(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: requestBindPlayer(const al:: LiveActor*,
al:: HitSensor*)
#include <Util/PlayerUtil.h>
void rs:: sendMsgBreakFloorToPlayer(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: requestStageStartHack(const al:: LiveActor*,
al:: HitSensor*,
const CapTargetInfo*,
al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isEnableOpenMap(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: syncPlayerModelAlpha(al:: LiveActor*)
#include <Util/PlayerUtil.h>
f32 rs:: getPlayerShadowDropLength(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isExistLabelInPlayerHackSystemMstxt(const al:: LiveActor*,
const al:: IUseMessageSystem*,
const char*,
const char*)
#include <Util/PlayerUtil.h>
const char16* rs:: getPlayerHackSystemMessageString(const al:: LiveActor*,
const al:: IUseMessageSystem*,
const char*,
const char*)
#include <Util/PlayerUtil.h>
void rs:: getPlayerHackTutorialMoviePath(al:: StringTmp<64>*,
const al:: LiveActor*,
const char*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerAmiiboPeachAppearBasePos(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputHoldBalloonSet(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputHoldSquat(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputHoldCapKeepLockOn(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputHoldCarryAction(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputHoldEnterUpperDokan2D(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputHoldEnterSideDokan2D(const al:: LiveActor*,
const sead:: Vector3f&)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputTriggerStartTalk(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputTriggerRide(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isPlayerInputTriggerSeparateCapJangoHelp(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: tryGetPlayerInputWallAlongWallNormal(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerHoldPos(sead:: Vector3f*,
const al:: HitSensor*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerHoldMtx(sead:: Matrix34f*,
const al:: HitSensor*)
#include <Util/PlayerUtil.h>
void rs:: setPlayerHoldJointAngle(const al:: HitSensor*,
const sead:: Vector3f&)
#include <Util/PlayerUtil.h>
void rs:: updatePosePlayerHold(al:: LiveActor*,
const al:: HitSensor*)
#include <Util/PlayerUtil.h>
void rs:: updatePosePlayerHoldAddOffset(al:: LiveActor*,
const al:: HitSensor*,
const sead:: Vector3f&)
#include <Util/PlayerUtil.h>
f32 rs:: calcPlayerGuideOffsetY(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
bool rs:: isEnablePlayerHeadGuide(const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerGuidePos(sead:: Vector3f*,
const al:: LiveActor*)
#include <Util/PlayerUtil.h>
void rs:: calcPlayerGuidePos(sead:: Vector3f*,
const al:: LiveActor*,
f32)
#include <Util/PlayerUtil.h>
bool rs:: trySavePrepoCompleteMainScenario(s32,
s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoStartStage(const char*,
const sead:: Vector3f&,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoExitStage(const char*,
const sead:: Vector3f&,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoMissEvent(const char*,
const sead:: Vector3f&,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoShineGetEvent(const char*,
s32,
s32,
s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoReceiveAchievement(const char* s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoAchievementProgress(GameDataHolderAccessor,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoGetCapEvent(const char*,
s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoGetClothEvent(const char*,
s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoGetGiftEvent(const char*,
s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoGetStickerEvent(const char*,
s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoChangeCapEvent(const char*,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoChangeClothEvent(const char*,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoFirstHackEvent(const char*,
s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoGetCollectBgmEvent(const char*,
const char*,
bool,
s32,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoSettingsState(bool,
const char*,
const GameConfigData&,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: trySavePrepoSeparatePlayMode(bool,
s64,
s64,
s64)
#include <Util/ScenePrepoFunction.h>
bool rs:: sendMsgAckCheckpoint(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgAckGetShine(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgAckLifeUp(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgAckLifeMaxUp(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgAskRailCollision(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBreakPartsBreak(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBirdFlyAway(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCameraAngleElevationResetFast(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgChorobonAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgConductLightning(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgDamageBallAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgDamageBallBodyAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgDonsukeAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgDonsukeGroundAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgDonsukePush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgDragonAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEatExplosion(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgElectricWireNoLimitDistance(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyAttack2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyAttack3D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyAttackDash(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackAttackFire(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyAttackFireCollision(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyAttackPoison(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyAttackTRex(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackAttackPoison(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgConfirmPaintObj(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgConfirmPaintObjForSeed(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPaintAttackPoison(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyKick(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRabbitKick(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingCancel(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingFishApproach(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingFishFloatTouch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingItemGet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingLineTouch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingUpImmediatelyPrepare(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFireBrosFireBallCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFireSwitchFire(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFrogHackTrample(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGhostRecordStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGhostRecordEnd(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGhostPlay(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGhostStop(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGiantWanderBossAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGiantWanderBossBulletAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGiantWanderBossBulletPush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGhostReverse(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGhostCancel(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGrowFlowerSeedDisablePush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGrowFlowerSeedNear(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGrowPlantPush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGrowerAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGrowerWallAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGunetterAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGunetterBodyTouch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHammerAttackDown(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHammerAttackSide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHammerAttackSideCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgItemAmiiboKoopa(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgIsExistPukupuku(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgJangoAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgJangoRemoveCap(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKakkuKick(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillByBossBattleDemo(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillByHackFirstDemo(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillByHomeDemo(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEndHomeDemo(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillByMoonRockDemo(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillByShineGet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillBySwitchTimer(al:: LiveActor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaBindStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPlayerFocusTarget(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPunchFinishL(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPunchFinishR(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPunchInvincibleL(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPunchInvincibleR(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPunchKnockBackL(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPunchKnockBackR(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPunchL(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapPunchR(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCapSpinAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaCatchKoopaCap(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaDashPunchAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaFire2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaFireBallAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaHackDamage(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaHackPunch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaHackPunchCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaHackTrample(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaInvalidHackPunchFaceToCollision(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaRingBeamInvalidTouch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaTailAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKoopaTouchFloor(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKouraAttack2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKouraItemGet2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgLaunchBlow(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMeganeAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMeganeHackTrample(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMofumofuBulletUnexplosion(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMoonBasementAttackMeteor(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMoonBasementBreakShockwaveMeteor(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMoonBasementRockSyncClippingRegist(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMoonBasementRockSyncClippingInvalidate(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMoonBasementRockSyncClippingValidate(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgAttachCactusNeedle(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCactusNeedleAttack(al:: HitSensor* source,
al:: HitSensor* target,
al::ComboCounter*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCactusNeedleAttackStrong(al:: HitSensor* source,
al:: HitSensor* target,
al::ComboCounter*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerBallToss(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCarryCameraSubjectiveStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCarryCameraSubjectiveEnd(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCarryShineGetStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCarryShineGetEnd(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCapCatch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCapHipDrop(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCapPush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCapRecovery(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCapTouchJump(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCapTrample(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerCoinDashGet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerEyePriorityTarget(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerDisregardHomingAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerDisregardTargetMarker(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerEquipKoopaCap(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerFireBallAttack2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerFireBallAttack3D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerHipDropDemoTrigger(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerHipDropHipDropSwitch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerItemGet2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerJumpTakeOffFloor(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerObjectWallHit(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerObjLeapFrog(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerPenguinAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerPenguinAttackReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerPoleClimbKeep(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerPoleClimbReaction(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerRabbitGet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerRollingObjHit(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerRollingWallHitDown(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerRollingWallHitMove(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerStartGrabCeil(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerStartWallJump(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerEndGrabCeil(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerSwordAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerTouchFloorJumpCode(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerTrample2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerUpperPunch2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerObjUpperPunch2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPukupukuDash(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPukupukuKiss(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPukupukuRollingAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPush2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPushToFish(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPushToMotorcycle(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPushToPlayer(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRadishAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRadishReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestChangeKinokoSuper(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestChangeFireFlower(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestPlayerSandMoon(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestPlayerSnow(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestPlayerWet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStartHack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSunshineAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCancelHack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCancelHackArea(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCancelHackByDokan(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPackunEatStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackAttackKick(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackAttackMapObj(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackDeathAreaSelfCheck(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackDemoEnd(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackDemoStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackInvalidEscape(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackInvalidEscapeNoReaction(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackMarioCheckpointFlagWarp(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackMarioDead(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackMarioDemo(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackMarioInWater(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackMoveRockForestPush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackSelfCeilingCheckMiss(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackSyncDamageVisibility(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWeaponItemGet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapAttackCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapAttackStayRolling(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapAttackStayRollingCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapAttackRailMove(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapGiantAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapReflectCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapStartLockOn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapKeepLockOn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapCancelLockOn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapHipDrop(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapObjHipDrop(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapObjHipDropReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapIgnoreCancelLockOn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapIgnoreCancelMissReaction(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapIgnoreCollisionCheck(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapItemGet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapTrampolineAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCatchBombThrough(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCheckCarObstacle(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCheckIsCardboardBox(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBullHackAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBullEnemyAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyAttackStrong(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnemyObjBreak(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWhipAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgNoLimitTouchJump(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgNoticePlayerDamage(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStatueDrop(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStatueTrampleReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStatuePush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStatueSnap(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHitGrowFlowerPot(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHitGrowPlantPot(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgImplantGrowFlowerSeed(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgIcicleAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgIgnoreMirrorWarp(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgIgnoredByRunawayNpc(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgIgnorePushMotorcycle(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSandSharkAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSeedAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSeedAttackBig(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSeedAttackHold(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSeedItemGet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSeedReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSenobiTrample(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSenobiCancelStretch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSenobiPunchBlockTransparent(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgShibakenApproach(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgShibakenKick(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackUpperPunch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackObjUpperPunch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgShineGet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgShineGet2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSpherePush(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSphinxJumpAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSphinxQuizRouteKill(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSphinxRideAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSphinxRideAttackReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPechoSpot(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBelowObjBroken(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBindCollidedGround(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBindKeepDemoStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBindKeepDemoExecute(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBindKeepDemoEnd(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBindRecoveryLife(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMayorItemReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMayorItemCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBlowObjAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBlowObjAttackReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgConfirmFrailBox(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgConfirmBrokenFrailBox(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTankLookOn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTankKickHack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTankKickEnemy(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTankBullet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTankBulletNoReaction(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTimerAthleticDemoStart(al:: LiveActor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRideOnStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRideOnEnd(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRideOnRelease(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHipDropTransformTransform(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHipDropTransformReverse(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHipDropTransformingUp(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHipDropTransformingDown(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHipDropTransformingFinish(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgClearFire(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCollectAnimalTouchCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossKnuckleCounter(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossKnuckleFallAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossKnuckleHackAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossKnuckleKillerAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossKnuckleIceConflict(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossKnuckleIceFallToMummy(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSkaterAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnableInSaucePan(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEnableMapCheckPointWarp(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStartInSaucePan(al:: HitSensor* source,
al:: HitSensor* target,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEndInSaucePan(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgLineDancerLink(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgLongPushSensorHit(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgLongPushBoxHit(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGoldHammerAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTrashBoxIn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTouchDoorDrumn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKuribo2DTouch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKuriboCollisionDamage(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKuriboCollisionKill(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKuriboFlick(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKuriboTowerOn(al:: HitSensor* source,
al:: HitSensor* target,
u32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPartyPopperSoundAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgYokinBallAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgYoshiDirectEat(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgYoshiTongueAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgYoshiTongueEatBind(al:: HitSensor* source,
al:: HitSensor* target,
f32*,
f32*,
f32*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgYoshiTongueEatBindCancel(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgYoshiTongueEatBindFinish(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgYoshiTongueEatHomingTarget(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgYukimaruPush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPunchMachinePunchStraight(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPunchMachinePunchHook(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPunchMachinePunchUpper(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMorningStarWarpStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMorningStarWarpEnd(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGemyAim(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHammerBrosHammerEnemyAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHammerBrosHammerHackAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHammerBrosHammerSearch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackBrosContact(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMotorcycleAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMotorcycleCollideParkingLot(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMotorcycleDashAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMotorcycleDashCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWanwanEnemyAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWanwanPush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWanwanReboundAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWanwanBlockAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWanwanHoleIn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWaterRoadIn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWaterRoadNear(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBreedaSlap(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBreedaPush(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGamaneBullet(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGamaneBulletThrough(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGamaneBulletForCoinFlower(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgVolleyballNpcScareByEnemy(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRocketFlowerExtension(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWanderBossCameraRange(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKuriboGirlAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKuriboGirlLove(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKuriboTop(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTRexAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTRexAttackCollideBody(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTRexAttackCollideHead(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTRexDashAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTRexScrollPartsBreakWith(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunNoTrace(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTouchFireDrum2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPropellerAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTankExplosion(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTankHackTrample(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgUtsuboAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillerAttackNoExplode(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillerMagnumAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgKillerMagnumHackAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGabuzouAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStackerRollingAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStackerCapBoostAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgIgnoreIgnitionBomb(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgExplosionReflectBomb(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGolemStampPress(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSwitchOnWithSaveRequest(al:: LiveActor*,
SaveObjInfo*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWanwanReboundAttackToCollided(const al:: LiveActor*,
al:: HitSensor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWanwanBlockAttackToCollided(const al:: LiveActor*,
al:: HitSensor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgDigPointSmell(al:: HitSensor* source,
al:: HitSensor* target,
DigPoint*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMofumofuBodyChainExplode(al:: HitSensor* source,
al:: HitSensor* target,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMoonBasementRockThroughCollision(al:: HitSensor* source,
al:: HitSensor* target,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingWait(al:: HitSensor* source,
al:: HitSensor* target,
al:: HitSensor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFishingUpImmediately(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Matrix34f&,
const sead:: Vector3f&,
const char*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGunetterPush(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTestPunch(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
s32,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTestPunchStrong(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
s32,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPunchGuard(al:: HitSensor* source,
al:: HitSensor* target,
s32,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunThrust(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
s32,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunThrustSpin(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
s32,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunThrustReflect(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
s32,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunThrustCollide(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
s32,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunThrustHitReflectCollide(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
s32,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunThrustReflectCollide(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
s32,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunThrustHole(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunThroughCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunHoldCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTsukkunForceCancelCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgNetworkShootingShot(al:: HitSensor* source,
al:: HitSensor* target,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgNetworkShootingChargeShot(al:: HitSensor* source,
al:: HitSensor* target,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestPlayerJumpBreakFloor(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestPlayerJump(al:: HitSensor* source,
al:: HitSensor* target,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestPlayerTrampleJump(al:: HitSensor* source,
al:: HitSensor* target,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestPlayerSpinJump(al:: HitSensor* source,
al:: HitSensor* target,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestSphinxJump(al:: HitSensor* source,
al:: HitSensor* target,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgIgnoreTouchTarget(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgIgnoreTouchTarget(al::ScreenPointer*,
al::ScreenPointTarget*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgInitTouchTargetInfo(al:: HitSensor* source,
al:: HitSensor* target,
TouchTargetInfo*,
const sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgInitTouchTargetInfo(al::ScreenPointer*,
al::ScreenPointTarget*,
TouchTargetInfo*,
const sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCollisionImpulse(al:: HitSensor* source,
al:: HitSensor* target,
sead:: Vector3f*,
const sead:: Vector3f&,
f32,
const sead:: Vector3f&,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWhipHold(al:: HitSensor* source,
al:: HitSensor* target,
WhipTargetInfo*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWhipBind(al:: HitSensor* source,
al:: HitSensor* target,
WhipTargetInfo*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgWhipThrow(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMagnet(al:: HitSensor* source,
al:: HitSensor* target,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgMagnetBulletAttack(al:: HitSensor* source,
al:: HitSensor* target,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgDashPanel(al:: HitSensor* source,
al:: HitSensor* target,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTrampolineCrackJump(al:: HitSensor* source,
al:: HitSensor* target,
f32,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapTouchWall(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapRethrow(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapRethrowReturnOnly(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapChangeGiant(al:: HitSensor* source,
al:: HitSensor* target,
f32,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPackunEatCancel(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPackunEatEnd(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPackunEatStartFollow(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgFireBlowerAttack(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPaint(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Color4u8&,
s32,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPaintTexture(al:: HitSensor* source,
al:: HitSensor* target,
s32,
f32,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCheckPaintClear(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Color4u8&,
const sead:: Vector3f&,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCheckPaintAlpha(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgByugoBlow(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackDirectStageInit(al:: HitSensor* source,
al:: HitSensor* target,
IUsePlayerHack*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgObjSnapForce(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCapBeamerBeam(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHosuiAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHosuiAttackCollide(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHosuiAttackNoEffect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHosuiAttackStrong(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHosuiTouch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHosuiTrample(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHosuiTrampleReflect(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHosuiTrampleReflectHigh(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBubbleAttack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBubbleAttackToPecho(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBubbleReflectH(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBubbleReflectV(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBubbleWallTouch(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBubbleGroundTouchTrigger(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBubbleLauncherStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSenobiPartsMove(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgStampTo2D(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgAirExplosion(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPushVelocity(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGhostRecordStartOk(al:: HitSensor* source,
al:: HitSensor* target,
const char*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSandGeyserRaise(al:: HitSensor* source,
al:: HitSensor* target,
f32,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRaceWait(al:: LiveActor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRaceStart(al:: LiveActor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRaceStop(al:: LiveActor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRaceReturnToCourse(al:: LiveActor*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerLookAtPosition(al:: HitSensor* source,
al:: HitSensor* target,
sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTargetMarkerPosition(al:: HitSensor* source,
al:: HitSensor* target,
sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgHackBlowJump(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGolemStampPushV(al:: HitSensor* source,
al:: HitSensor* target,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGolemStampPushH(al:: HitSensor* source,
al:: HitSensor* target,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestPlayerWaitAnimDigPoint(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEventFlowScareCheck(al:: HitSensor* source,
al:: HitSensor* target,
al::EventFlowExecutor*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerItemGetAll(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPlayerItemGetAll2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTRexAttackAll(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSeedTouch(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSphinxRideAttackTouchThrough(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgSphinxRideAttackTouch(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgAckCheckpoint(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgAckGetShine(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgAckLifeUp(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgAckLifeMaxUp(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgAskRailCollision(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgAttachCactusNeedle(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgAirExplosion(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBelowObjBroken(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBindCollidedGround(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBindKeepDemoStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBindKeepDemoExecute(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBindKeepDemoEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBindRecoveryLife(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBirdFlyAway(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBlowObjAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMayorItemCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMayorItemReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBlowObjAttackReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossKnuckleCounter(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossKnuckleFallAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossKnuckleHackAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossKnuckleIceConflict(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossKnuckleIceFallToMummy(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossKnuckleKillerAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBreakPartsBreak(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBreedaSlap(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBreedaPush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBubbleAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBubbleAttackToPecho(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBubbleLauncherStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBubbleReflectH(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBubbleReflectV(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBubbleWallTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBubbleGroundTouchTrigger(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBullAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBullHackAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBullEnemyAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgByugoBlow(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCameraAngleElevationResetFast(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCancelHack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCancelHackArea(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCancelHackByDokan(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapAttackCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapAttackRailMove(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapAttackStayRolling(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapAttackStayRollingCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapBeamerBeam(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapCancelLockOn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapChangeGiant(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapEnableLockOn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapStartLockOn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapKeepLockOn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapGiantAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapHipDrop(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapObjHipDrop(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapObjHipDropReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapIgnoreCancelLockOn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapIgnoreCancelMissReaction(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapIgnoreCollisionCheck(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapItemGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapReflectCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapRethrow(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapTouchWall(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCapTrampolineAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCatchBombThrough(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCheckCarObstacle(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCheckIsCardboardBox(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgChorobonAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgClearFire(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCollectAnimalTouchCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCollisionImpulse(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgConductLightning(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgConfirmFrailBox(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgConfirmBrokenFrailBox(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDamageBallAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDamageBallBodyAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDigPointSmell(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDonsukeAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDonsukeGroundAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDonsukePush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDragonAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEatExplosion(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgElectricWireNoLimitDistance(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnableInSaucePan(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnableMapCheckPointWarp(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEndInSaucePan(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyAttack2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyAttack3D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyAttackDash(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFireBrosFireBallCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFireDamageAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackAttackFire(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFireSwitchFire(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyAttackFireCollision(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyAttackTRex(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPoisonDamageAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyAttackPoison(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackAttackPoison(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPaintAttackPoison(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgConfirmPaintObj(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgConfirmPaintObjForSeed(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyAttackStrong(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyKick(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRabbitKick(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEnemyObjBreak(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFireBlowerAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingCancel(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingFishApproach(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingFishFloatTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingItemGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingLineTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingUpImmediately(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingUpImmediatelyPrepare(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFishingWait(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgFrogHackTrample(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGamaneBullet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGamaneBulletThrough(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGamaneBulletForCoinFlower(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGemyAim(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGhostCancel(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGhostPlay(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGhostRecordEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGhostRecordStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGhostRecordStartOk(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGhostReverse(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGhostStop(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGiantWanderBossAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGiantWanderBossBulletAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGiantWanderBossBulletPush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGoldHammerAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGrowFlowerSeedDisablePush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGrowFlowerSeedNear(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGrowPlantPush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGrowerAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGrowerWallAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGunetterAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGunetterBodyTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGunetterPush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackAttackKick(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackAttackMapObj(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackBrosContact(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackDeathAreaSelfCheck(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackDemoEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackDemoStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackInvalidEscape(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackInvalidEscapeNoReaction(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackMarioCheckpointFlagWarp(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackMarioDead(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackMarioDemo(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackMarioInWater(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackMoveRockForestPush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackSelfCeilingCheckMiss(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackSyncDamageVisibility(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackUpperPunch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackObjUpperPunch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHammerAttackDown(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHammerAttackSide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHammerAttackSideCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHammerBrosHammerEnemyAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHammerBrosHammerHackAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHammerBrosHammerSearch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHipDropTransformReverse(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHipDropTransformTransform(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHipDropTransformingUp(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHipDropTransformingDown(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHipDropTransformingFinish(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHitGrowFlowerPot(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHitGrowPlantPot(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHosuiAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHosuiAttackCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHosuiAttackNoEffect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHosuiAttackStrong(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHosuiTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHosuiTrample(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHosuiTrampleReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHosuiTrampleReflectHigh(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgIgnoreTouchTarget(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgIgnorePushMotorcycle(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgIcicleAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgIgnoreMirrorWarp(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgIgnoredByRunawayNpc(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgImplantGrowFlowerSeed(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgInitTouchTargetInfo(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgItemAmiiboKoopa(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgIsExistPukupuku(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgJangoAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgJangoRemoveCap(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKakkuKick(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaBindStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPlayerFocusTarget(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchFinishL(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchFinishR(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchInvincibleL(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchInvincibleR(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchKnockBackL(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchKnockBackR(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchL(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchR(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapSpinAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCatchKoopaCap(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaDashPunchAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaFire2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaFireBallAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaHackDamage(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaHackPunch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaHackPunchCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaHackTrample(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaInvalidHackPunchFaceToCollision(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaRingBeamInvalidTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaTailAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaTouchFloor(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKouraAttack2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKouraItemGet2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKuribo2DTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKuriboCollisionDamage(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKuriboCollisionKill(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKuriboFlick(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKuriboGirlAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKuriboGirlLove(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKuriboTop(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKuriboTowerNum(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgLaunchBlow(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgLineDancerLink(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgLongPushSensorHit(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgLongPushBoxHit(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMagnetBulletAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMeganeAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMeganeHackTrample(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMofumofuBodyChainExplode(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMofumofuBulletUnexplosion(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMoonBasementAttackMeteor(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMoonBasementBreakShockwaveMeteor(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMoonBasementRockSyncClippingRegist(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMoonBasementRockSyncClippingInvalidate(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMoonBasementRockSyncClippingValidate(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMoonBasementRockThroughCollision(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMorningStarWarpEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMorningStarWarpStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMotorcycleAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMotorcycleCollideParkingLot(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMotorcycleDashAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMotorcycleDashCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCactusNeedleAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCactusNeedleAttackStrong(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgNoLimitTouchJump(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgNoticePlayerDamage(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgNpcScareByEnemy(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgVolleyballNpcScareByEnemy(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgObjSnapForce(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPackunEatCancel(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPackunEatEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPackunEatStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPackunEatStartFollow(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPaint(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPaintTexture(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCheckPaintClear(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCheckPaintAlpha(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPartyPopperSoundAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPechoSpot(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerBallToss(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCarryCameraSubjectiveStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCarryCameraSubjectiveEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCarryShineGetStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCarryShineGetEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCapCatch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCapHipDrop(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCapPush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCapRecovery(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCapTouchJump(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCapTrample(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerCoinDashGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerEyePriorityTarget(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerDisregardHomingAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerDisregardTargetMarker(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerEquipKoopaCap(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerFireBallAttack2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerFireBallAttack3D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerHipDropDemoTrigger(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerHipDropHipDropSwitch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerItemGet2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerJumpTakeOffFloor(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerObjectWallHit(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerObjLeapFrog(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerPenguinAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerPenguinAttackReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerPoleClimbKeep(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerPoleClimbReaction(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerRabbitGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerRollingObjHit(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerRollingWallHitDown(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerRollingWallHitMove(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerStartGrabCeil(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerStartWallJump(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerEndGrabCeil(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerSwordAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerTouchFloorJumpCode(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerTrample2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerUpperPunch2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerObjUpperPunch2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPropellerAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPukupukuDash(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPukupukuKiss(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPukupukuRollingAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPunchMachinePunchHook(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPunchMachinePunchStraight(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPunchMachinePunchUpper(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPush2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPushToFish(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPushToMotorcycle(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPushToPlayer(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRadishAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRadishReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRaceStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRaceStop(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRaceWait(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestChangeFireFlower(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestChangeKinokoSuper(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestPlayerJumpBreakFloor(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestPlayerJump(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestPlayerTrampleJump(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestPlayerSpinJump(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestSphinxJump(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRideOnEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRideOnRelease(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRideOnStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRocketFlowerExtension(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSandSharkAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSeedAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSeedAttackBig(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSeedAttackHold(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSeedItemGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSeedReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSeedTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSenobiCancelStretch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSenobiPunchBlockTransparent(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSenobiPartsMove(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSenobiTrample(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgShibakenApproach(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgShibakenKick(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSkaterAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSpherePush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSphinxJumpAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSphinxQuizRouteKill(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSphinxRideAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSphinxRideAttackReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSphinxRideAttackTouchThrough(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSphinxRideAttackTouch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStampTo2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStartHack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStartInSaucePan(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStatueDrop(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStatueTrampleReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStatuePush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStatueSnap(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSunshineAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTankBullet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTankBulletNoReaction(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTankExplosion(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTankHackTrample(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTankKickHack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTankKickEnemy(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTankLookOn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTestPunch(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTestPunchStrong(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTimerAthleticDemoStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTouchDoorDrumn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTouchFireDrum2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTrashBoxIn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTRexAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTRexAttackCollideAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTRexAttackCollideBody(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTRexAttackCollideHead(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTRexDashAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTRexScrollPartsBreakWith(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunForceCancelCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunHoldCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThroughCollide(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThrustAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThrust(const al::SensorMsg*,
bool*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThrustCollide(const al::SensorMsg*,
bool*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunNoTrace(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThrustHole(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgUtsuboAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWanderBossCameraRange(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWanwanEnemyAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWanwanBlockAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWanwanHoleIn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWaterRoadIn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWaterRoadNear(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWanwanPush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWanwanReboundAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWeaponItemGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWhipAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWhipBind(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWhipHold(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgWhipThrow(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgYokinBallAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgYoshiDirectEat(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgYoshiTongueAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgYoshiTongueEatBind(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgYoshiTongueEatBindCancel(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgYoshiTongueEatBindFinish(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgYoshiTongueEatHomingTarget(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgYukimaruPush(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillerAttackNoExplode(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillerMagnumAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillerMagnumHackAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGabuzouAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStackerRollingAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgStackerCapBoostAttack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgIgnoreIgnitionBomb(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgExplosionReflectBomb(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGolemStampPress(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: setMsgYoshiTongueEatBindRadiusAndOffset(const al::SensorMsg*,
f32,
f32)
#include <Util/SensorMsgFunction.h>
void rs:: setMsgYoshiTongueEatBindScale(const al::SensorMsg*,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThrustSpin(const al::SensorMsg*,
bool*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThrustReflect(const al::SensorMsg*,
bool*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThrustHitReflectCollide(const al::SensorMsg*,
bool*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTsukkunThrustReflectCollide(const al::SensorMsg*,
bool*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSwitchOnWithSaveRequest(const al::SensorMsg*,
SaveObjInfo**)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgNpcCapReactionAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackNpcCapReactionAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: checkMsgNpcTrampleReactionAll(const al::SensorMsg*,
const al:: HitSensor*,
const al:: HitSensor*,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerAndCapObjHipDropReflectAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchInvincibleAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKoopaCapPunchFinishAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgItemGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgItemGetByWeapon(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgItemGet2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBlockUpperPunch2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgItemGetAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgShineGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgShineGet2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgShineReaction(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillByShineGet(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillByHomeDemo(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEndHomeDemo(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBreakBySword(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPressDown(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerAndCapObjHipDropAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgAttackDirect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBlowDown(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTrampleReflectAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgThrowObjHit(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgThrowObjHitReflect(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerAndCapHipDropAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgUpperPunchAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBlockUpperPunch2D(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBlockReaction2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBlockReaction3D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBlockReactionAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBreakFrailBox(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDamageFrailBox(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgChorobonReaction(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBreakSignBoard(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBreakCollapseSandHill(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: calcBlowDownDir(sead:: Vector3f*,
const al::SensorMsg*,
al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetTsukkunThrustDir(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerDamage(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerDamage2D(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerDamageBlowDown(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerJumpRequestAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: trySendMsgHackPunchToCeil(al:: LiveActor*,
al:: HitSensor*)
#include <Util/SensorMsgFunction.h>
bool rs:: trySendMsgHackPunchToSensor(al:: LiveActor*,
al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgDashPanel(const al::SensorMsg*,
s32*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgNetworkShootingShot(const al::SensorMsg*,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgNetworkShootingChargeShot(const al::SensorMsg*,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRaceReturnToCourse(const al::SensorMsg*,
sead:: Vector3f*,
sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: isFallingTargetMoonBasementRock(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetTestPunchInfo(sead:: Vector3f*,
s32*,
const al::SensorMsg*,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetTestPunchTeamId(s32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPunchGuard(s32*,
const al::SensorMsg*,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetTsukkunThrustInfo(sead:: Vector3f*,
s32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetTsukkunThrustReflectDir(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetTsukkunThrustHole(sead:: Vector3f*,
sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetRequestPlayerJumpInfo(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetRequestPlayerTrampleJumpInfo(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetRequestPlayerSpinJumpInfo(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetRequestSphinxJumpInfo(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetTouchTargetInfo(TouchTargetInfo**,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetTouchTargetInfoCollisionTouchPos(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryInitTouchTargetInfoBySensorOffset(const al::SensorMsg*,
const al:: HitSensor*,
const sead:: Vector3f&,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: tryInitTouchTargetInfoByConnector(const al::SensorMsg*,
const al::MtxConnector*,
const sead:: Vector3f&,
const sead:: Vector3f&,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: tryCalcCollisionImpulse(sead:: Vector3f*,
f32,
const sead:: Vector3f&,
f32,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryInitWhipTarget(const al::SensorMsg*,
al:: HitSensor*,
const sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetWhipThrowDir(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryMagnetPower(bool*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryMagnetBulletAttack(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTrampolineCrackJump(f32*,
f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: requestHitReactionToAttacker(const al::SensorMsg*,
const al:: HitSensor*,
const al:: HitSensor*)
#include <Util/SensorMsgFunction.h>
void rs:: requestHitReactionToAttacker(const al::SensorMsg*,
const al:: HitSensor*,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCapTouchWallHitPos(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCapTouchWallNormal(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isCapRethrowReturnOnly(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCapRethrowPos(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCapRethrowFront(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCapRethrowUp(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetHackBlowJump(sead:: Vector3f*,
f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetGolemStampPushV(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetGolemStampPushH(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetRequestPlayerWaitAnim(const char**,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCapChangeGiant(f32*,
s32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetByugoBlowForce(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetObjSnapForce(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: getPackunEatCancelPosAndFront(sead:: Vector3f*,
sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPackunEatEndPos(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPackunEatEndDir(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPackunEatStartFollowPos(const sead:: Vector3f**,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetFireBlowerAttackPos(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetFireBlowerAttackDir(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetFireBlowerAttackRadius(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPaintColor(sead:: Color4u8*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPaintSize(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPaintDrawType(s32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPaintTextureSize(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPaintTextureRotation(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetPaintTextureDrawType(s32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCheckPaintClearColor(sead:: Color4u8*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCheckPaintClearPos(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCheckPaintClearDrawType(s32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetCheckPaintAlphaPos(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetSenobiPartsMoveDistance(f32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetSenobiPartsCollidedNormal(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetStampTo2DForce(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetGhostStartOkObjId(sead:: BufferedSafeStringBase<char>*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetAirExplosionForce(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGotogotonOn(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGotogotonGetJumpPath(al:: HitSensor* source,
al:: HitSensor* target,
al:: ParabolicPath*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGotogotonGoalExist(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgGotogotonGoalMatch(al:: HitSensor* source,
al:: HitSensor* target,
const GotogotonMark*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMatchGotogotonGoal(const al::SensorMsg*,
const GotogotonMark*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGotogotonOn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgGotogotonGoalExist(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossMagmaBreathForce(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossMagmaCatchPlayer(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossMagmaReleasePlayer(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossMagmaDeadDemoStart(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossMagmaDeadDemoEnd(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossMagmaResetPos(al:: HitSensor* source,
al:: HitSensor* target,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgBossMagmaQueryToBubble(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossMagmaCatchPlayer(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossMagmaReleasePlayer(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossMagmaDeadDemoStart(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossMagmaDeadDemoEnd(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetBossMagmaDeadDemoEndTargetPos(const al::SensorMsg*,
sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetBossMagmaBreathForce(const al::SensorMsg*,
sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetBossMagmaResetPos(const al::SensorMsg*,
sead:: Vector3f*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgBossMagmaQueryToBubble(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
s32 rs:: getMofumofuBodyChainExplodeDelayStep(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgMofumofuReflectAll(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: calcFishingUpJugemDir(sead:: Vector3f*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
const sead:: Vector3f& rs:: getFishingUpFloatPos(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
const char* rs:: tryGetFishingUpFloatMaterialCode(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
al:: HitSensor* rs:: getFishingHookSensor(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgCheckFishingTarget(al:: HitSensor* source,
al:: HitSensor* target,
const FishingFish*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgCheckFishingTarget(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
const FishingFish* rs:: getCheckFishingTarget(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
const sead:: Vector3f& rs:: getGunetterPushCenter(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
f32 rs:: getGunetterPushRadius(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
u32 rs:: getNumKuriboTowerOn(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgPlayerLookAtPosition(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: setMsgPlayerLookAtPosition(const al::SensorMsg*,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTargetMarkerPosition(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: setMsgTargetMarkerPosition(const al::SensorMsg*,
const sead:: Vector3f&)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgSandGeyserRaise(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryGetSandGeyserRaise(const al::SensorMsg*,
f32*,
f32*)
#include <Util/SensorMsgFunction.h>
void rs:: tryTreasureBoxPlayerTrampleJump(al:: LiveActor*,
al:: HitSensor* source,
al:: HitSensor* target,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPushToPlayerAndKillVelocityToTarget(al:: LiveActor*,
al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgPushToPlayerAndKillVelocityToTargetH(al:: LiveActor*,
al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceivePushAndAddVelocity(al:: LiveActor*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgPushToPlayerAndAddVelocity(al:: LiveActor*,
const al::SensorMsg*,
const al:: HitSensor*,
const al:: HitSensor*,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgPushToPlayerAndAddVelocityH(al:: LiveActor*,
const al::SensorMsg*,
const al:: HitSensor*,
const al:: HitSensor*,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgPushToPlayerAndCalcPushTrans(sead:: Vector3f*,
const al::SensorMsg*,
const al:: LiveActor*,
const al:: HitSensor*,
const al:: HitSensor*,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgPushToHackerAndCalcPushTrans(sead:: Vector3f*,
const al::SensorMsg*,
const al:: LiveActor*,
const al:: HitSensor*,
const al:: HitSensor*,
f32,
bool)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgPushToYoshiNpcAndCalcPushTrans(sead:: Vector3f*,
const al::SensorMsg*,
const al:: LiveActor*,
const al:: HitSensor*,
const al:: HitSensor*,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgPushToCapAndCalcPushTrans(sead:: Vector3f*,
const al::SensorMsg*,
const al:: LiveActor*,
const al:: HitSensor*,
const al:: HitSensor*,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgPushToGrowPlantAndCalcPushTrans(sead:: Vector3f*,
const al::SensorMsg*,
const al:: LiveActor*,
const al:: HitSensor*,
const al:: HitSensor*,
f32)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgInitCapTarget(al:: HitSensor* source,
al:: HitSensor* target,
const CapTargetInfo**)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgInitCapTarget(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: setCapTargetInfo(const al::SensorMsg*,
const CapTargetInfo*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgInitCapTargetAndSetCapTargetInfo(const al::SensorMsg*,
const CapTargetInfo*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgTransferHack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgRequestTransferHack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgInitHack(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgEndHack(al:: HitSensor* source,
al:: HitSensor* target,
const HackEndParam*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgTransferHack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestTransferHack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgInitHack(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgEndHack(const HackEndParam**,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgHackDirectStageInit(IUsePlayerHack**,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillByBossBattleDemo(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillByHackFirstDemo(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillByMoonRockDemo(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: sendMsgNpcScareByEnemy(al:: HitSensor* source,
al:: HitSensor* target,
s32)
#include <Util/SensorMsgFunction.h>
bool rs:: tryReceiveMsgNpcScareByEnemyIgnoreTargetHack(const al::SensorMsg*,
const CapTargetInfo*)
#include <Util/SensorMsgFunction.h>
bool rs:: tryIncrementComboCount(s32*,
const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
ComboCounter* rs:: tryGetMsgComboCount(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
ComboCounter* rs:: getMsgComboCount(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isRideOn(const al:: HitSensor*,
const al:: HitSensor*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgKillBySwitchTimer(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isVisibleChameleon(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
bool rs:: isMsgRequestPlayerStainWet(const al::SensorMsg*,
s32*)
#include <Util/SensorMsgFunction.h>
s32 rs:: tryGetKuriboTowerNum(al:: HitSensor* source,
al:: HitSensor* target)
#include <Util/SensorMsgFunction.h>
void rs:: setKuriboTowerNum(const al::SensorMsg*,
s32)
#include <Util/SensorMsgFunction.h>
const sead:: Vector3f& rs:: getSpherePushCenter(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
f32 rs:: getSpherePushRadius(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
DigPoint* rs:: getSmellDigPoint(const al::SensorMsg*)
#include <Util/SensorMsgFunction.h>
void rs:: convertCsecTo(s32* minutes,
s32* seconds,
s32* csec,
s32 time)
#include <Util/SequentialUtil.h>
f32 rs:: setShadowDropLength(al:: LiveActor*,
const al:: ActorInitInfo&,
const char*)
#include <Util/ShadowUtil.h>
f32 rs:: calcShadowDropClippingCenter(sead:: Vector3f*,
const al:: LiveActor*,
f32,
f32)
#include <Util/ShadowUtil.h>
void rs:: setShadowDropOffset(al:: LiveActor*,
const char*,
f32)
#include <Util/ShadowUtil.h>
WaterSurfaceShadow* rs:: tryCreateWaterSurfaceShadow(const al:: ActorInitInfo&,
const char*)
#include <Util/ShadowUtil.h>
WaterSurfaceShadow* rs:: tryCreateWaterSurfaceCoinShadow(const al:: ActorInitInfo&)
#include <Util/ShadowUtil.h>
void rs:: tryUpdateWaterSurfaceCoinShadow(WaterSurfaceShadow*,
al:: LiveActor*,
f32)
#include <Util/ShadowUtil.h>
void rs:: initHackShadow(al:: LiveActor*)
#include <Util/ShadowUtil.h>
void rs:: setupHackShadow(al:: LiveActor*)
#include <Util/ShadowUtil.h>
void rs:: endHackShadow(al:: LiveActor*)
#include <Util/ShadowUtil.h>
bool rs:: isModeE3Rom()
#include <Util/SpecialBuildUtil.h>
bool rs:: isModeE3MovieRom()
#include <Util/SpecialBuildUtil.h>
bool rs:: isModeE3LiveRom()
#include <Util/SpecialBuildUtil.h>
bool rs:: isModeDiverRom()
#include <Util/SpecialBuildUtil.h>
bool rs:: isModeJungleGymRom()
#include <Util/SpecialBuildUtil.h>
bool rs:: isModeDiverOrJungleGymRom()
#include <Util/SpecialBuildUtil.h>
bool rs:: isModeMovieRom()
#include <Util/SpecialBuildUtil.h>
bool rs:: isModeEpdMovieRom()
#include <Util/SpecialBuildUtil.h>
void rs:: changeSeparatePlayMode(al:: Scene*,
bool)
#include <Util/StageInputFunction.h>
void rs:: setSeparatePlayMode(al:: Scene*,
bool)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiDecide(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiDecide(const GameDataHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiCancel(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiSelect(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiPause(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiLeft(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiRight(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiUp(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiDown(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiR(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiL(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiZR(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiZL(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiX(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiY(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiAnyABXY(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isRepeatUiUp(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isRepeatUiDown(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isRepeatUiRight(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isRepeatUiLeft(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiDecide(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiCancel(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiSelect(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiL(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiR(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiY(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiUp(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiDown(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiLeft(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldUiRight(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldSeparatePlayStart1P(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldSeparatePlayStart2P(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerMapOpen(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldSeparatePlayEnd(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
const sead:: Vector2f& rs:: getUiLeftStick(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
const sead:: Vector2f& rs:: getUiRightStick(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerMapClose(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerCollectionListOpenInMap(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerCollectionListCloseInMap(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerAppearSkipGuide(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerUiRacePause(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerSnapShotMode(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerAmiiboMode(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isHoldAmiiboMode(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerToggleSnapShotModeLayout(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerAppearSnapShotLayout(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerIncrementPostProcessingFilterPreset(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
bool rs:: isTriggerDecrementPostProcessingFilterPreset(const al:: IUseSceneObjHolder*)
#include <Util/StageInputFunction.h>
void rs:: recordGamePadPlayStyleInfo(GamePadPlayStyleInfo*,
const al:: LiveActor*)
#include <Util/StageInputFunction.h>
void rs:: recordGamePadPlayStyleInfo(GamePadPlayStyleInfo*,
const al:: LayoutActor*)
#include <Util/StageInputFunction.h>
bool rs:: tryUpdateGamePadPlayStyleInfo(GamePadPlayStyleInfo*,
const al:: LiveActor*)
#include <Util/StageInputFunction.h>
bool rs:: tryUpdateGamePadPlayStyleInfo(GamePadPlayStyleInfo*,
const al:: LayoutActor*)
#include <Util/StageInputFunction.h>
const char16* rs:: searchNpcMessage(const al:: ActorInitInfo&,
const al:: LayoutActor*)
#include <Util/StageLayoutFunction.h>
void rs:: makeActorMessageLabel(sead:: BufferedSafeString*,
const al:: ActorInitInfo&,
const char*)
#include <Util/StageLayoutFunction.h>
void rs:: makeMessageLabel(sead:: BufferedSafeString*,
const al:: PlacementInfo&,
const char*)
#include <Util/StageLayoutFunction.h>
void rs:: makeMessageLabel(sead:: BufferedSafeString*,
const al:: PlacementId*,
const char*)
#include <Util/StageLayoutFunction.h>
void rs:: setPaneStageMessageActorLabel(al:: LayoutActor*,
const char*,
const al:: ActorInitInfo&,
const char*)
#include <Util/StageLayoutFunction.h>
bool rs:: trySetPaneStageMessageIfExist(al:: LayoutActor*,
const char*,
const char*,
const char*)
#include <Util/StageLayoutFunction.h>
const char* rs:: getPlacementStageName(GameDataHolderAccessor,
const al:: ActorInitInfo&)
#include <Util/StageLayoutFunction.h>
const char16* rs:: getStageMessageActorLabel(al:: LayoutActor*,
const al:: ActorInitInfo&,
const char*)
#include <Util/StageLayoutFunction.h>
bool rs:: isExistLabelInSystemMessageWithFileName(const al:: IUseMessageSystem*,
const char*,
const char*)
#include <Util/StageLayoutFunction.h>
bool rs:: isExistLabelInStageMessageWithFileName(const al:: IUseMessageSystem*,
const char*,
const char*)
#include <Util/StageLayoutFunction.h>
bool rs:: trySetPaneSystemMessageIfExist(al:: LayoutActor*,
const char*,
const char*,
const char*)
#include <Util/StageLayoutFunction.h>
bool rs:: trySetPaneStringCheckpos32Name(al:: LayoutActor*,
const char*,
s32,
const char*)
#include <Util/StageLayoutFunction.h>
const char* rs:: getCheckpointLabelPrefix()
#include <Util/StageLayoutFunction.h>
void rs:: setPaneStringWorldNameForWorldMap(al:: LayoutActor*,
const char*,
s32)
#include <Util/StageLayoutFunction.h>
void rs:: setPaneStringWorldNameForWorldMapWithoutRuby(al:: LayoutActor*,
const char*,
s32)
#include <Util/StageLayoutFunction.h>
void rs:: setRaceRecordMessage(al:: LayoutActor*,
const char*,
s32)
#include <Util/StageLayoutFunction.h>
void rs:: setRaceRecordMessageCsec(al:: LayoutActor*,
const char*,
s32)
#include <Util/StageLayoutFunction.h>
void rs:: replaceRaceRecordMessageCsec(al:: LayoutActor*,
const char*,
s32,
const char16*,
const char*)
#include <Util/StageLayoutFunction.h>
void rs:: setRaceNoRecordMessage(al:: LayoutActor*,
const char*)
#include <Util/StageLayoutFunction.h>
void rs:: setMiniGameNoCountMessage(al:: LayoutActor*,
const char*)
#include <Util/StageLayoutFunction.h>
const char16* rs:: getWorldShinePictureFont(const al:: LayoutActor*,
s32,
bool)
#include <Util/StageLayoutFunction.h>
const char16* rs:: getNullShinePictureFont(const al:: LayoutActor*)
#include <Util/StageLayoutFunction.h>
const char16* rs:: getWorldCoinCollectPictureFont(const al:: LayoutActor*,
s32)
#include <Util/StageLayoutFunction.h>
const char16* rs:: getWorldCoinCollectPictureFont(const al:: LayoutActor*)
#include <Util/StageLayoutFunction.h>
const char* rs:: getPlacementStageName(GameDataHolderAccessor,
const al:: PlacementInfo&)
#include <Util/StageLayoutFunction.h>
const char16* rs:: getCollectBgmMessage(const al:: IUseMessageSystem*,
const CollectBgm*)
#include <Util/StageLayoutFunction.h>
void rs:: setPaneCurrentCoinNum(al:: LayoutActor*)
#include <Util/StageLayoutFunction.h>
bool rs:: tryGetMapMainScenarioLabel(sead:: BufferedSafeString*,
sead:: BufferedSafeString*,
bool*,
const al:: IUseSceneObjHolder*)
#include <Util/StageLayoutFunction.h>
bool rs:: isOnSwitchLinkSave(const al:: LiveActor* actor,
const al:: ActorInitInfo& actorInitInfo)
#include <Util/SwitchUtil.h>
bool rs:: isSaveSwitch(const al:: ActorInitInfo& actorInitInfo)
#include <Util/SwitchUtil.h>
void rs:: registerLayoutTextureRenderObj(al:: IUseSceneObjHolder* user,
al::LayoutTextureRenderObj* renderObj)
#include <Util/TextureUtil.h>
bool rs:: checkTimeReverseAndRestore(u64*,
u64)
#include <Util/TimeUtil.h>
bool rs:: isSensorTypeYoshiEnableSendPush(const al:: HitSensor* sensor)
#include <Util/YoshiUtil.h>
bool rs:: isSensorTypeYoshiMsgReceivable(const al:: HitSensor* sensor)
#include <Util/YoshiUtil.h>
bool rs:: isInPuddleHeight(const al:: WaterSurfaceFinder* surfaceFinder,
const PlayerConst* playerConst)
#include <Util/YoshiUtil.h>
bool rs:: tryCalcTonguePullPose(sead:: Quatf* pose,
const al:: LiveActor* actor,
const YoshiTongue* yoshiTongue)
#include <Util/YoshiUtil.h>
bool rs:: findClingGroundPos(sead:: Vector3f* pos,
const al:: LiveActor* actor,
const sead:: Vector3f&,
f32)
#include <Util/YoshiUtil.h>
Variable documentation
const sead:: Vector3f rs:: sItemOffset
#include <Util/ItemUtil.cpp>