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*)

Function documentation

EnemyCap* rs::tryCreateEnemyCap(al::LiveActor* actor, const al::ActorInitInfo& info, const char* archiveName)

EnemyCap* rs::tryCreateEnemyCapSuffix(al::LiveActor* actor, const al::ActorInitInfo& info, const char* archiveName, const char* suffix)

bool rs::tryStartEnemyCapBlowDown(EnemyCap* cap, const al::HitSensor* sensor)

bool rs::isOnEnemyCap(EnemyCap* cap)

bool rs::isPlayerSitDownChair(const Bird* bird)

void rs::changeDemoCommonProc(al::Scene*, ProjectItemDirector*)

void rs::endDemoCommonProc(al::Scene*, ProjectItemDirector*)

void rs::endDemoNormalShineGet(al::Scene*, ProjectItemDirector*)

bool rs::tryOpenMap(al::IUseNerve*, const al::Scene*, const MapLayout*, const al::Nerve*)

void rs::registerGraphicsPreset(const al::Scene*, const char*, const char*, const char*, bool)

void rs::requestGraphicsPreset(const al::Scene*, const char*, const sead::Vector3f&)

void rs::requestGraphicsCubeMap(const al::Scene*, const char*, const char*)

void rs::requestGraphicsPresetAndCubeMap(const al::Scene*, const char*, const char*, const char*)

void rs::requestGraphicsPresetAndCubeMap(const al::Scene*, const char*, const char*, const char*, const sead::Vector3f&)

void rs::requestGraphicsPresetAndCubeMapFixedAngle(const al::Scene*, const char*, const char*, const char*)

bool rs::isExistDemoShine(const al::Scene*)

bool rs::isInvalidSaveStage(const char* stageName)

void rs::endWipeOpen(const GameDataHolder* holder)

void rs::onSaveObjInfo(SaveObjInfo* saveObjInfo)

void rs::offSaveObjInfo(SaveObjInfo* saveObjInfo)

bool rs::isOnSaveObjInfo(const SaveObjInfo* saveObjInfo)

void rs::setGrowFlowerTime(const al::LiveActor* actor, const al::PlacementId*, const al::PlacementId*, u64 time)

void rs::setGrowFlowerTime(const al::LiveActor* actor, const al::PlacementId*, u64 time)

void rs::addGrowFlowerGrowLevel(const al::LiveActor* actor, const al::PlacementId*, u32 growLevel)

void rs::onShortExplainGet(const al::LiveActor* actor)

void rs::onShortExplainSet(const al::LiveActor* actor)

bool rs::isShortExplainGet(const al::LiveActor* actor)

bool rs::isShortExplainSet(const al::LiveActor* actor)

void rs::setPlayerRank(const al::LiveActor* actor, s32 rank)

void rs::setPrincipalId(const al::LiveActor* actor, u64 principalId)

bool rs::isAnswerCorrectSphinxQuiz(GameDataHolderAccessor accessor, const char* worldName)

bool rs::isAnswerCorrectSphinxQuizAll(GameDataHolderAccessor accessor, const char* worldName)

bool rs::isTalkAlreadyLocalLanguage(const NpcEventDirector* npcEventDirector)

void rs::talkLocalLanguage(const al::LiveActor* actor)

const char* rs::getLocalLanguageName(const al::LiveActor* actor)

const char* rs::getLocalLanguageName(const NpcEventDirector* npcEventDirector)

void rs::playScenarioStartCamera(const al::LiveActor* actor, const QuestInfo* questInfo)

void rs::playScenarioStartCamera(const al::LiveActor* actor, s32 idx)

void rs::setExistKoopaShip(const KoopaShip* koopaShip)

void rs::resetExistKoopaShip(const KoopaShip* koopaShip)

bool rs::isExistKoopaShip(const ShineTowerRocket* shineTowerRocket)

bool rs::isExistKoopaShipInSky(const ShineTowerRocket* shineTowerRocket)

bool rs::tryUnlockShineName(const al::LiveActor* actor, s32 shineIdx)

s32 rs::calcWorldIdByWorldWarpHole(const WorldWarpHole* worldWarpHole, const char* changeStageId)

bool rs::checkIsOpenWorldWarpHoleCurrentScenario(const WorldWarpHole* worldWarpHole)

bool rs::isKidsMode(const al::LiveActor* actor)

bool rs::isKidsMode(const al::LayoutActor* layout)

bool rs::isKidsMode(const al::Scene* scene)

bool rs::isKidsMode(const GameDataHolder* holder)

void rs::findRaceRecord(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::LiveActor* actor, const char* raceName)

void rs::findRaceRecord(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::Scene* actor, const char* raceName)

void rs::findRaceRecordRaceManRace(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::Scene* scene)

void rs::findRaceRecordRaceManRace(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::LiveActor* actor)

void rs::findRaceRecordRaceManRaceWithWorldId(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::Scene* scene, s32 worldId)

void rs::findRaceRecordRaceManRaceWithWorldId(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::LiveActor* actor, s32 worldId)

void rs::findRaceRecordRadicon(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::Scene* scene)

void rs::findRaceRecordRadicon(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::LiveActor* actor)

void rs::findRaceRecordYukimaru(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::Scene* scene, s32 level)

void rs::findRaceRecordYukimaru(bool* isExistRecord, bool*, s32* record, s32*, s32* lapRecord, const al::LiveActor* actor, s32 level)

void rs::writeRaceRecord(const al::LiveActor* actor, const char* raceName, s32 record, s32, s32 lapRecord)

void rs::writeRaceRecord(const al::Scene* scene, const char* raceName, s32 record, s32, s32 lapRecord)

void rs::setJumpingRopeBestCount(const al::LiveActor* actor, s32 count)

void rs::setJumpingRopeBestCount(const al::Scene* scene, s32 count)

void rs::setJumpingRopeDayCount(const al::LiveActor* actor, s32 count)

void rs::setVolleyballBestCount(const al::LiveActor* actor, s32 count)

void rs::setVolleyballBestCount(const al::Scene* scene, s32 count)

void rs::setVolleyballDayCount(const al::LiveActor* actor, s32 count)

void rs::writeRaceRecordRaceManRace(const al::LiveActor* actor, s32 record)

bool rs::checkGetShineForWorldTravelingPeach(GameDataHolderAccessor accessor, const char* worldName)

bool rs::checkGetEnoughShine(const al::LiveActor* actor, s32 count)

void rs::setTalkSpecialInWorldWarp(const al::LiveActor* actor, bool, bool)

bool rs::isClearMainScenario(const al::LiveActor* actor, s32 worldId)

bool rs::checkAlreadyVisitStage(const GameDataHolder* holder, const char* stageName)

void rs::visitStage(const GameDataHolder* holder, const char* stageName)

void rs::explainShopCoin(const al::LiveActor* actor)

bool rs::checkExistNewShopItem(const al::LiveActor* actor, s32, s32, bool)

CapMessageBossData* rs::getCapMessageBossData(const al::LiveActor* actor)

void rs::getYoshiFruit(SaveObjInfo* saveObjInfo)

bool rs::isGetYoshiFruit(const SaveObjInfo* saveObjInfo)

bool rs::isTalkKakku(const al::LiveActor* actor)

void rs::talkKakku(const al::LiveActor* actor)

void rs::talkCollectBgmNpc(const al::LiveActor* actor)

void rs::saveCoinStack(const al::LiveActor* actor, const al::PlacementId*, s32)

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

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

void rs::rideSphinx(const al::LiveActor* actor)

void rs::rideMotorcycle(const al::LiveActor* actor)

const char16* rs::getAchievementName(const al::IUseMessageSystem* user, const char* label)

const char16* rs::getAchievementName(const al::LayoutActor* layout, s32 achievementIdx)

const char16* rs::getAchievementHint(const al::IUseMessageSystem* user, const char* label)

const char16* rs::getAchievementHint(const al::LayoutActor* layout, s32 achievementIdx)

bool rs::checkGetAchievement(GameDataHolderAccessor accessor, const char* label)

bool rs::checkGetAchievement(const al::LayoutActor* layout, s32 achievementIdx)

sead::DateTime rs::findAchievementGetTime(const al::LayoutActor* layout, const char* label)

sead::Vector3f* rs::findAchievementTrans(const al::LayoutActor* layout, s32 achievementIdx)

bool rs::checkGetCoinCollectAllInWorld(const al::LiveActor* actor, s32 worldId)

bool rs::checkGetCoinCollectHalfInWorld(const AchievementNpc* achievementNpc, s32 worldId)

bool rs::checkGetShineAllInWorld(const AchievementNpc* achievementNpc, s32 worldId)

bool rs::checkGetClothAndCapNum(const AchievementNpc* achievementNpc, s32 num)

bool rs::is2D(const IUseDimension* dimension)

bool rs::is3D(const IUseDimension* dimension)

bool rs::isChange2D(const IUseDimension* dimension)

bool rs::isChange3D(const IUseDimension* dimension)

bool rs::isIn2DArea(const IUseDimension* dimension)

al::CollisionPartsFilterOnlySpecialPurpose* rs::createCollisionPartsFilter2DOnly()

void rs::snap2D(al::LiveActor* actor, const IUseDimension* dimension, f32 unk_distance)

void rs::snap2DGravity(al::LiveActor* actor, const IUseDimension* dimension, f32 unk_distance)

void rs::calcSearchAmiiboBit(s32* gameId, s32* characterId, s32* characterVariant, s32 characterIdS32)

bool rs::isEnableUseStageSceneAmiibo(const al::NfpInfo& nfpInfo)

bool rs::isExistAmiiboMstxtData(const al::IUseMessageSystem* user, const al::NfpInfo& nfpInfo)

void rs::calc2DAreaLockDir(sead::Vector3f* lockDir, const al::AreaObj* area, const sead::Vector3f& trans)

void rs::get2DAreaPos(sead::Vector3f* pos, const al::AreaObj* area)

bool rs::isInChangeStage(const al::LiveActor* actor, const sead::Vector3f* trans)

bool rs::isInWarpArea(const al::LiveActor* actor)

bool rs::isInLowGravityArea(const al::LiveActor* actor)

bool rs::isInItemVanishArea(const al::LiveActor* actor)

bool rs::tryFindStageMapAreaAndGetPlayerPoint(sead::Vector3f* playerPoint, const al::IUseAreaObj* user, const sead::Vector3f& trans)

bool rs::isPushOut2DAreaOpposite(const al::AreaObj* area)

bool rs::isFaceTo2DAreaPushOutDir(const al::AreaObj* area)

void rs::calc2DAreaFreeDir(sead::Vector3f* freeDir, const al::AreaObj* area, const sead::Vector3f& trans)

bool rs::calc2DAreaGravity(sead::Vector3f* gravity, const al::AreaObj* area, const sead::Vector3f& trans)

bool rs::calc2DAreaSnapPower(sead::Vector3f*, f32* snapPower, const al::AreaObj* area, const sead::Vector3f& trans)

bool rs::calc2DAreaSnapPowerSurfaceDistance(sead::Vector3f*, f32* snapPower, const al::AreaObj* area, const sead::Vector3f& trans, f32 surfaceDistance)

bool rs::calcExtForceAreaVelocity(sead::Vector3f*, const al::IUseAreaObj* user, const sead::Vector3f& trans, const sead::Vector3f&, const sead::Vector3f& velocity)

bool rs::tryFindRecoveryTargetPosArea(bool* isNoCollideGround, sead::Vector3f* targetPos, sead::Vector3f* targetRotate, const al::AreaObj** area, const al::IUseAreaObj* user, const sead::Vector3f& trans)

bool rs::tryFindForceRecoveryArea(sead::Vector3f* targetPos, sead::Vector3f* targetRotate, const al::AreaObj** area, const al::IUseAreaObj* user, const sead::Vector3f& trans)

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

al::CameraTicket* rs::initParallel2DCamera(const al::IUseCamera* user, const al::ActorInitInfo& actorInitInfo, const char*)

void rs::updateCameraPosFromDistanceAndAngleHV(sead::Vector3f* newPos, const sead::Vector3f& cameraPos, f32 distance, f32 angleY, f32 angleH)

bool rs::isPreCameraFollowOrParallel(const al::CameraStartInfo& cameraStartInfo)

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)

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*)

bool rs::requestSetCameraAngleV(const al::LiveActor* actor, f32 requestAngleV, s32 poseUpdaterIdx)

bool rs::requestResetCameraPosition(const al::LiveActor* actor, s32 poseUpdaterIdx)

bool rs::requestResetCameraAngleV(const al::LiveActor* actor, s32 poseUpdaterIdx)

bool rs::requestDownToDefaultCameraAngleBySpeed(const al::LiveActor* actor, f32 requestAngleSpeed, s32 poseUpdaterIdx)

bool rs::requestUpToTargetCameraAngleBySpeed(const al::LiveActor* actor, f32 targetAngleV, f32 requestAngleSpeed, s32 poseUpdaterIdx)

bool rs::requestMoveDownCameraAngleV(const al::LiveActor* actor, s32 poseUpdaterIdx)

bool rs::requestCameraTurnToFront(const al::LiveActor* actor, f32, f32, s32 poseUpdaterIdx)

bool rs::requestCameraTurnToFront(const al::LiveActor* actor, const sead::Vector3f& trans, f32, f32, s32 poseUpdaterIdx)

void rs::setEquipmentCameraDistanceCurve(al::LiveActor* actor, const al::CameraDistanceCurve* curve)

void rs::setBossCameraDistanceCurve(al::LiveActor* actor, const al::CameraDistanceCurve* curve)

void rs::buyItemInShopItemList(const al::IUseSceneObjHolder* user, s32 itemIdx)

bool rs::isBuyItemInShopItemList(const al::IUseSceneObjHolder* user, s32 itemIdx)

void rs::buyItem(const al::IUseSceneObjHolder* user, const ShopItem::ItemInfo* itemInfo)

void rs::buyItemAll(const al::IUseSceneObjHolder* user)

bool rs::isBuyItem(GameDataHolderAccessor accessor, const ShopItem::ItemInfo* itemInfo)

bool rs::isHaveCloth(GameDataHolderAccessor accessor, const char* name)

bool rs::isHaveCap(GameDataHolderAccessor accessor, const char* name)

bool rs::isHaveSticker(GameDataHolderAccessor accessor, const char* name)

bool rs::isHaveGift(GameDataHolderAccessor accessor, const char* name)

bool rs::isHaveCloth(GameDataHolderAccessor accessor, s32 clothIdx)

bool rs::isHaveClothByFileId(GameDataHolderAccessor accessor, const char* clothName, s32 fileId)

void rs::buyCloth(const al::IUseSceneObjHolder* user, const char* clothName)

bool rs::isHaveCap(GameDataHolderAccessor accessor, s32 capIdx)

bool rs::isHaveCapByFileId(GameDataHolderAccessor accessor, const char* capName, s32 fileId)

bool rs::isCompleteCloth(const al::IUseSceneObjHolder* user, s32 fileId)

bool rs::isCompleteCap(const al::IUseSceneObjHolder* user, s32 fileId)

void rs::buyCap(const al::IUseSceneObjHolder* user, const char* capName)

bool rs::isHaveGift(GameDataHolderAccessor accessor, s32 giftIdx)

bool rs::checkCompleteGift(GameDataHolderAccessor accessor, s32 fileId)

bool rs::isHaveSticker(GameDataHolderAccessor accessor, s32 fileId)

const char* rs::getTestClothesName()

const char* rs::getTestCapName()

const char* rs::getTestGiftName()

const char* rs::getTestStickerName()

const char* rs::getTestItemName()

const char* rs::getTestShineName()

const char* rs::getMsTextName(const ShopItem::ItemType& itemType)

const char16* rs::getDisplayName(const al::IUseMessageSystem* user, const ShopItem::ItemInfo& itemInfo)

bool rs::isTypeWear(const ShopItem::ShopItemInfo* itemInfo)

bool rs::isRandomActionDemoChangeWorld(const al::LiveActor*, const char*)

void rs::addDemoActor(al::LiveActor*, bool)

void rs::setDemoInfoDemoName(const al::LiveActor*, const char*)

void rs::requestEndDemoWarp(const al::Scene*)

bool rs::isActiveDemo(const al::LiveActor*)

bool rs::isActiveDemo(const al::Scene*)

bool rs::isActiveDemoNormal(const al::Scene*)

bool rs::isActiveDemoWarp(const al::Scene*)

bool rs::isEqualDemoInfoDemoName(const al::Scene*, const char*)

bool rs::isActiveDemoJango(const al::Scene*)

bool rs::isActiveDemoTalk(const al::Scene*)

bool rs::isActiveDemoGiantWanderBossBattleStart(const OceanWaveActor*)

void rs::registerShineTowerRocketToDemoDirector(ShineTowerRocket*)

void rs::addDemoAppearFromHomeToList(ShineTowerRocket*)

void rs::addDemoReturnToHomeToList(ShineTowerRocket*)

void rs::requestValidateDemoSkip(IUseDemoSkip*, const al::LiveActor*)

IUseDemoSkip* rs::getDemoSkipRequester(const al::Scene*)

bool rs::isDemoEnableSkip(const al::Scene*)

bool rs::isFirstDemo(const al::Scene*)

bool rs::isEnableSkipDemo(const al::Scene*)

void rs::skipDemo(const al::Scene*)

void rs::noticeDemoSkipStart(const al::Scene*)

void rs::noticeDemoSkipEnd(const al::Scene*)

CaptionInfoHolder* rs::createCaptionInfoHolder(const char*)

void rs::validateDemoCaption(const al::LiveActor*, CaptionInfoHolder*)

bool rs::tryAppearCinemaCaption(const al::Scene*, CinemaCaption*)

void rs::setDemoEnvironmentChangeFlag(const al::Scene*, bool)

void rs::setDemoInfoDemoName(const al::Scene*, const char*)

void rs::requestLockOnCapHitReaction(const al::LiveActor*, const CapTargetInfo*, const char*)
#include <Util/Hack.h>

void rs::endHack(IUsePlayerHack**)
#include <Util/Hack.h>

void rs::endHackDir(IUsePlayerHack**, const sead::Vector3f&)
#include <Util/Hack.h>

bool rs::isHackerStopMove(const al::LiveActor*, const IUsePlayerHack*, f32)
#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::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::calcHackMovePower(const IUsePlayerHack*)
#include <Util/Hack.h>

bool rs::isOnHackMoveStick(const IUsePlayerHack*)
#include <Util/Hack.h>

bool rs::isHoldHackJump(const IUsePlayerHack*)
#include <Util/Hack.h>

bool rs::isHoldHackAction(const IUsePlayerHack*)
#include <Util/Hack.h>

bool rs::isTriggerHackJump(const IUsePlayerHack*)
#include <Util/Hack.h>

bool rs::isReleaseHackJump(const IUsePlayerHack*)
#include <Util/Hack.h>

bool rs::isTriggerHackSwing(const IUsePlayerHack*)
#include <Util/Hack.h>

bool rs::isHoldRecorderPlay(const IUsePlayerHack*)
#include <Util/Hack.h>

bool rs::isTriggerFlutter(const IUsePlayerHack*, f32)
#include <Util/Hack.h>

bool rs::isHoldFukankunZoom(const IUsePlayerHack*)
#include <Util/Hack.h>

ItemType::ValueType rs::getItemType(const al::ActorInitInfo& info)

ItemType::ValueType rs::getItemTypeFromName(const char* name)

ItemType::ValueType rs::getItemType(const char* name)

bool rs::isItemTypeKuriboMini(s32* out, s32 type)

bool rs::tryInitItemAndAddToKeeper(al::LiveActor* actor, s32 itemType, const al::ActorInitInfo& info, bool isAppearAbove)

void rs::initItemByPlacementInfo(al::LiveActor* actor, const al::ActorInitInfo& info, bool isAppearAbove)

bool rs::tryInitItemByPlacementInfo(al::LiveActor* actor, const al::ActorInitInfo& info, bool isAppearAbove)

bool rs::tryInitItem(al::LiveActor* actor, s32 itemType, const al::ActorInitInfo& info, bool isAppearAbove)

Shine* rs::tryInitLinkShine(const al::ActorInitInfo& info, const char* name, s32 linkIndex)

Shine* rs::tryInitLinkShineHintPhoto(const al::ActorInitInfo& info, const char* name, s32 linkIndex)

Shine* rs::initLinkShine(const al::ActorInitInfo& info, const char* name, s32 linkIndex)

Shine* rs::initLinkShopShine(const al::ActorInitInfo& info, const char* name)

void rs::createShineEffectInsideObject(Shine* shine, const al::LiveActor* actor, const al::ActorInitInfo& info)

void rs::appearPopupShine(Shine* shine)

void rs::appearPopupShine(Shine* shine, const al::LiveActor* actor)

void rs::appearPopupShine(Shine* shine, const sead::Vector3f& trans)

void rs::appearPopupShineWithoutDemo(Shine* shine, const al::LiveActor* actor)

void rs::appearPopupShineWithoutDemo(Shine* shine, const sead::Vector3f& trans)

void rs::appearPopupShineGrandByBoss(Shine* shine, s32 a2)

void rs::appearWaitShine(Shine* shine)

void rs::appearWaitShine(Shine* shine, const sead::Vector3f& trans)

bool rs::isEndAppearShine(const Shine* shine)

bool rs::isGotShine(const Shine* shine)

bool rs::isAliveShine(const Shine* shine)

bool rs::isMainShine(const Shine* shine)

void rs::updateHintTrans(const Shine* shine, const sead::Vector3f& trans)

void rs::appearShineAndJoinBossDemo(Shine* shine, const char* name, const sead::Quatf& quat, const sead::Vector3f& trans)

void rs::endShineBossDemo(Shine* shine)

void rs::setAppearItemFactorByMsg(const al::LiveActor* actor, const al::SensorMsg* msg, const al::HitSensor* sensor)

void rs::setAppearItemFactorAndOffsetByMsg(const al::LiveActor* actor, const al::SensorMsg* msg, const al::HitSensor* sensor)

void rs::setAppearItemFactorAndOffsetForCombo(const al::LiveActor* actor, const al::SensorMsg* msg, const al::HitSensor* sensor, bool isSuperCombo)

void rs::appearItemFromObj(al::LiveActor* actor, const sead::Vector3f& trans, const sead::Quatf& quat, f32 offset)

void rs::appearItemFromObj(al::LiveActor* actor, al::HitSensor* sensor, f32 offset)

void rs::appearItemFromObj(al::LiveActor* actor, al::HitSensor* sensor, const sead::Vector3f& offset)

void rs::appearItemFromObjGravity(al::LiveActor* actor, al::HitSensor* sensor, const sead::Vector3f& offset)

bool rs::tryAppearMultiCoinFromObj(al::LiveActor* actor, const sead::Vector3f& trans, s32 step, f32 offsetAbove)

bool rs::tryAppearMultiCoinFromObj(al::LiveActor* actor, const sead::Vector3f& trans, const sead::Quatf& quat, s32 step, f32 offsetAbove)

bool rs::tryAppearMultiCoinFromObj(al::LiveActor* actor, al::HitSensor* sensor, s32 step, f32 offsetAbove)

bool rs::tryAppearMultiCoinFromObj(al::LiveActor* actor, al::HitSensor* sensor, s32 step, const sead::Vector3f& offset)

void rs::syncCoin2DAnimFrame(al::LiveActor* actor, const char* name)

const char* rs::getStageCoinCollectArchiveName(const al::LiveActor* actor)

const char* rs::getStageCoinCollect2DArchiveName(const al::LiveActor* actor)

s32 rs::getStageShineAnimFrame(const al::LiveActor* actor, s32 worldId)

s32 rs::getStageShineAnimFrame(const al::LiveActor* actor, const char* stageName)

void rs::startShineAnimAndSetFrameAndStop(al::LiveActor* actor, const char* animName, s32 frame, bool isMatAnim)

void rs::setStageShineAnimFrame(al::LiveActor* actor, const char* stageName, s32 shineAnimFrame, bool isMatAnim)

const char* rs::getStageShineArchiveName(const al::LiveActor* actor, const char* stageName)

const char* rs::getStageShineEmptyArchiveName(const al::LiveActor* actor, const char* stageName)

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)

void rs::appearRandomItemFromObj(al::LiveActor* actor, al::HitSensor* sensor, f32 offset)

void rs::resetJudge(IJudge* judge)

void rs::updateJudge(IJudge* judge)

bool rs::isJudge(const IJudge* judge)

bool rs::updateJudgeAndResult(IJudge* judge)

void rs::convertComputerNameToFullName(sead::BufferedSafeString* fullName, const char* computerName)

void rs::convertComputerNameToSecondName(sead::BufferedSafeString* secondName, const char* computerName)

void rs::convertComputerNameToSecondKanaName(sead::BufferedSafeString* secondKanaName, const char* computerName)

bool rs::tryUpdateNpcEyeLineAnim(al::LiveActor*, const TalkNpcParam*)

bool rs::tryUpdateNpcEyeLineAnimToTarget(al::LiveActor*, const TalkNpcParam*, const sead::Vector3f&, bool)

bool rs::tryUpdateNpcFacialAnim(al::LiveActor*, const TalkNpcParam*)

bool rs::tryReceiveMsgPlayerDisregard(const al::SensorMsg*, al::HitSensor*, const TalkNpcParam*)

NpcJointLookAtController* rs::createAndAppendNpcJointLookAtController(al::LiveActor*, const TalkNpcParam*)

NpcJointLookAtController* rs::tryCreateAndAppendNpcJointLookAtController(al::LiveActor*, const TalkNpcParam*)

NpcJointLookAtController* rs::tryCreateAndAppendNpcJointLookAtController(al::LiveActor*, const TalkNpcParam*, f32)

void rs::setPlayerEyeSensorHitHolder(NpcJointLookAtController*, const PlayerEyeSensorHitHolder*)

s32 rs::getNpcJointLookAtControlJointNum(const TalkNpcParam*)

void rs::updateNpcJointLookAtController(NpcJointLookAtController*)

void rs::cancelUpdateNpcJointLookAtController(NpcJointLookAtController*)

void rs::updateNpcJointLookAtControllerLookAtDistance(NpcJointLookAtController*, f32)

void rs::invalidateNpcJointLookAtController(NpcJointLookAtController*)

void rs::validateNpcJointLookAtController(NpcJointLookAtController*)

void rs::requestLookAtTargetTrans(NpcJointLookAtController*, const sead::Vector3f&)

void rs::tryConnectToCollisionTFSV(al::LiveActor*, const al::MtxConnector*, sead::Quatf*)

bool rs::isExistFaceAnim(al::LiveActor*, const char*)

void rs::animateCityMayorFace(al::LiveActor*, const char*, f32)

ShellActorStateReaction* rs::createNpcStateReaction(al::LiveActor*, const TalkNpcParam*, const NpcStateReactionParam*)

bool rs::isInvalidTrampleSensor(const al::HitSensor*, const TalkNpcParam*)

al::EventFlowExecutor* rs::initEventFlow(al::LiveActor*, const al::ActorInitInfo&, const char*, const char*)

void rs::startEventFlow(al::EventFlowExecutor*, const char*)

bool rs::updateEventFlow(al::EventFlowExecutor*)

void rs::initEventMessageTagDataHolder(al::EventFlowExecutor*, const al::MessageTagDataHolder*)

void rs::calcOffsetAllRoot(sead::Vector3f* offset, const PlayerModelHolder* model)

IUsePlayerPuppet* rs::startPuppet(al::HitSensor* actorHitSensor, al::HitSensor* playerHitSensor)

void rs::endBindAndPuppetNull(IUsePlayerPuppet** playerPuppet)

void rs::endBindOnGroundAndPuppetNull(IUsePlayerPuppet** playerPuppet)

void rs::endBindJumpAndPuppetNull(IUsePlayerPuppet** playerPuppet, const sead::Vector3f& endTrans, s32 timeBeforeEnd)

void rs::endBindWallJumpAndPuppetNull(IUsePlayerPuppet** playerPuppet, const sead::Vector3f& endTrans, s32 timeBeforeEnd)

void rs::endBindCapThrow(IUsePlayerPuppet** playerPuppet)

bool rs::tryReceiveBindCancelMsgAndPuppetNull(IUsePlayerPuppet** playerPuppet, const al::SensorMsg* msg)

void rs::setPuppetTrans(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& trans)

void rs::setPuppetVelocity(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& velocity)

void rs::setPuppetFront(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& front)

void rs::calcPuppetUp(sead::Vector3f* up, const IUsePlayerPuppet* playerPuppet)

void rs::setPuppetUp(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& up)

void rs::calcPuppetFront(sead::Vector3f* front, const IUsePlayerPuppet* playerPuppet)

void rs::setPuppetQuat(IUsePlayerPuppet* playerPuppet, const sead::Quatf& quat)

void rs::resetPuppetPosition(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& trans)

void rs::addPuppetVelocityFall(IUsePlayerPuppet* playerPuppet)

const sead::Vector3f& rs::getPuppetGravity(const IUsePlayerPuppet* playerPuppet)

const sead::Vector3f& rs::getPuppetVelocity(const IUsePlayerPuppet* playerPuppet)

const sead::Vector3f& rs::getPuppetTrans(const IUsePlayerPuppet* playerPuppet)

void rs::calcPuppetQuat(sead::Quatf* quat, const IUsePlayerPuppet* playerPuppet)

void rs::startPuppetAction(IUsePlayerPuppet* playerPuppet, const char* action)

bool rs::isPuppetActionEnd(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetActionPlaying(const IUsePlayerPuppet* playerPuppet, const char* action)

void rs::setPuppetAnimRate(IUsePlayerPuppet* playerPuppet, f32 animRate)

void rs::setPuppetAnimBlendWeight(IUsePlayerPuppet* playerPuppet, f32 weight1, f32 weight2, f32 weight3, f32 weight4, f32 weight5, f32 weight6)

f32 rs::getPuppetAnimFrameMax(const IUsePlayerPuppet* playerPuppet)

void rs::startPuppetHitReactionLand(IUsePlayerPuppet* playerPuppet)

void rs::hidePuppet(IUsePlayerPuppet* playerPuppet)

void rs::showPuppet(IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetHidden(const IUsePlayerPuppet* playerPuppet)

void rs::syncPuppetVisibility(al::LiveActor* actor, const IUsePlayerPuppet* playerPuppet)

void rs::hidePuppetSilhouette(IUsePlayerPuppet* playerPuppet)

void rs::showPuppetSilhouette(IUsePlayerPuppet* playerPuppet)

void rs::hidePuppetShadow(IUsePlayerPuppet* playerPuppet)

void rs::showPuppetShadow(IUsePlayerPuppet* playerPuppet)

void rs::validatePuppetSensor(IUsePlayerPuppet* playerPuppet)

void rs::invalidatePuppetSensor(IUsePlayerPuppet* playerPuppet)

void rs::invalidatePuppetCollider(IUsePlayerPuppet* playerPuppet)

bool rs::isCollidedPuppetGround(IUsePlayerPuppet* playerPuppet)

const sead::Vector3f& rs::getCollidedPuppetGroundNormal(IUsePlayerPuppet* playerPuppet)

void rs::validatePuppetCollider(IUsePlayerPuppet* playerPuppet)

void rs::requestDamage(IUsePlayerPuppet* playerPuppet)

void rs::clearStainEffect(IUsePlayerPuppet* playerPuppet)

void rs::copyPuppetDitherAlpha(IUsePlayerPuppet* playerPuppet, const al::LiveActor* actor)

void rs::validatePuppetLookAt(IUsePlayerPuppet* playerPuppet)

void rs::invalidatePuppetLookAt(IUsePlayerPuppet* playerPuppet)

void rs::validatePuppetForceLookAt(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& lookAt)

void rs::invalidatePuppetForceLookAt(IUsePlayerPuppet* playerPuppet)

void rs::validatePuppetSeparateMode(IUsePlayerPuppet* playerPuppet)

void rs::invalidatePuppetSeparateMode(IUsePlayerPuppet* playerPuppet)

void rs::validatePuppetReceivePush(IUsePlayerPuppet* playerPuppet)

void rs::invalidatePuppetReceivePush(IUsePlayerPuppet* playerPuppet)

void rs::forcePutOnPuppetCap(IUsePlayerPuppet* playerPuppet)

void rs::forcePutOnPuppetCapWithEffect(IUsePlayerPuppet* playerPuppet)

void rs::setForceRunAfterEndBind(IUsePlayerPuppet* playerPuppet, s32, f32)

void rs::validateRecoveryArea(IUsePlayerPuppet* playerPuppet)

void rs::invalidateRecoveryArea(IUsePlayerPuppet* playerPuppet)

void rs::validateGuideArrow(IUsePlayerPuppet* playerPuppet)

void rs::invalidateGuideArrow(IUsePlayerPuppet* playerPuppet)

void rs::validateWaterSurfaceShadow(IUsePlayerPuppet* playerPuppet)

void rs::invalidateWaterSurfaceShadow(IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetInputCapThrow(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetInputSwing(const IUsePlayerPuppet* playerPuppet)

BindKeepDemoInfo* rs::initBindKeepDemoInfo()

bool rs::isActiveBindKeepDemo(const BindKeepDemoInfo* bindKeepDemoInfo)

bool rs::tryStartBindKeepDemo(BindKeepDemoInfo* bindKeepDemoInfo, const al::SensorMsg* msg, const IUsePlayerPuppet* playerPuppet)

bool rs::tryEndBindKeepDemo(BindKeepDemoInfo* bindKeepDemoInfo, const al::SensorMsg* msg, IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetTrigJumpButton(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetHoldJumpButton(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetTrigActionButton(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetHoldActionButton(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetTriggerAnyButton(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetHoldAnyButton(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetMoveStickOn(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetStartWorldWarp(const IUsePlayerPuppet* playerPuppet)

bool rs::isPuppetCancelWorldWarp(const IUsePlayerPuppet* playerPuppet)

const sead::Vector2f& rs::getPuppetMoveStick(const IUsePlayerPuppet* playerPuppet)

bool rs::isTriggerGetOff(const IUsePlayerPuppet* playerPuppet)

f32 rs::getPuppetPoseRotZDegreeLeft(const IUsePlayerPuppet* playerPuppet)

f32 rs::getPuppetPoseRotZDegreeRight(const IUsePlayerPuppet* playerPuppet)

void rs::requestUpdateSafetyPoint(IUsePlayerPuppet* playerPuppet, const al::LiveActor* actor, const IUsePlayerCollision* playerCollision)

void rs::requestForceSafetyPoint(IUsePlayerPuppet* playerPuppet, const sead::Vector3f& recoveryTrans, const sead::Vector3f& recoveryNormal)

void rs::initPlayerActorInfo(PlayerActorBase*, const PlayerInitInfo&)

const char* rs::getInitPlayerModelName(const PlayerInitInfo&)

bool rs::isNeedCreateNoseNeedle(const PlayerInitInfo&)

bool rs::isClosetScenePlayer(const PlayerInitInfo&)

al::GamePadSystem* rs::getGamePadSystem(const PlayerInitInfo&)

const char* rs::getInitCapTypeName(const PlayerInitInfo&)

bool rs::isNearPlayerH(const al::LiveActor*, f32)

bool rs::isPlayerHack(const al::LiveActor*)

bool rs::isPlayerMini(const al::LiveActor*)

bool rs::isPlayer3D(const al::LiveActor*)

bool rs::isPlayer2D(const al::LiveActor*)

bool rs::isPlayerSquat(const al::LiveActor*)

bool rs::isExistLabelInPlayerHackSystemMstxt(const al::LiveActor*, const al::IUseMessageSystem*, const char*, const char*)

const char16* rs::getPlayerHackSystemMessageString(const al::LiveActor*, const al::IUseMessageSystem*, const char*, const char*)

void rs::getPlayerHackTutorialMoviePath(al::StringTmp<64>*, const al::LiveActor*, const char*)

bool rs::trySavePrepoStartStage(const char*, const sead::Vector3f&, s64, s64, s64)

bool rs::trySavePrepoExitStage(const char*, const sead::Vector3f&, s64, s64, s64)

bool rs::trySavePrepoMissEvent(const char*, const sead::Vector3f&, s64, s64, s64)

bool rs::trySavePrepoReceiveAchievement(const char* s32, s64, s64, s64)

bool rs::trySavePrepoGetCapEvent(const char*, s32, s64, s64, s64)

bool rs::trySavePrepoGetGiftEvent(const char*, s32, s64, s64, s64)

bool rs::trySavePrepoGetCollectBgmEvent(const char*, const char*, bool, s32, s64, s64, s64)

bool rs::trySavePrepoSettingsState(bool, const char*, const GameConfigData&, s64, s64)

bool rs::sendMsgCactusNeedleAttack(al::HitSensor* source, al::HitSensor* target, al::ComboCounter*)

bool rs::sendMsgCactusNeedleAttackStrong(al::HitSensor* source, al::HitSensor* target, al::ComboCounter*)

bool rs::sendMsgDigPointSmell(al::HitSensor* source, al::HitSensor* target, DigPoint*)

bool rs::sendMsgFishingUpImmediately(al::HitSensor* source, al::HitSensor* target, const sead::Matrix34f&, const sead::Vector3f&, const char*)

bool rs::sendMsgIgnoreTouchTarget(al::ScreenPointer*, al::ScreenPointTarget*)

bool rs::sendMsgInitTouchTargetInfo(al::HitSensor* source, al::HitSensor* target, TouchTargetInfo*, const sead::Vector3f*)

bool rs::sendMsgInitTouchTargetInfo(al::ScreenPointer*, al::ScreenPointTarget*, TouchTargetInfo*, const sead::Vector3f*)

bool rs::sendMsgWhipHold(al::HitSensor* source, al::HitSensor* target, WhipTargetInfo*)

bool rs::sendMsgWhipBind(al::HitSensor* source, al::HitSensor* target, WhipTargetInfo*)

bool rs::sendMsgMagnet(al::HitSensor* source, al::HitSensor* target, bool)

bool rs::sendMsgGhostRecordStartOk(al::HitSensor* source, al::HitSensor* target, const char*)

bool rs::sendMsgEventFlowScareCheck(al::HitSensor* source, al::HitSensor* target, al::EventFlowExecutor*)

bool rs::isMsgAckCheckpoint(const al::SensorMsg*)

bool rs::isMsgAckGetShine(const al::SensorMsg*)

bool rs::isMsgAckLifeUp(const al::SensorMsg*)

bool rs::isMsgAckLifeMaxUp(const al::SensorMsg*)

bool rs::isMsgAskRailCollision(const al::SensorMsg*)

bool rs::isMsgAttachCactusNeedle(const al::SensorMsg*)

bool rs::isMsgAirExplosion(const al::SensorMsg*)

bool rs::isMsgBelowObjBroken(const al::SensorMsg*)

bool rs::isMsgBindCollidedGround(const al::SensorMsg*)

bool rs::isMsgBindKeepDemoStart(const al::SensorMsg*)

bool rs::isMsgBindKeepDemoExecute(const al::SensorMsg*)

bool rs::isMsgBindKeepDemoEnd(const al::SensorMsg*)

bool rs::isMsgBindRecoveryLife(const al::SensorMsg*)

bool rs::isMsgBirdFlyAway(const al::SensorMsg*)

bool rs::isMsgBlowObjAttack(const al::SensorMsg*)

bool rs::isMsgMayorItemCollide(const al::SensorMsg*)

bool rs::isMsgMayorItemReflect(const al::SensorMsg*)

bool rs::isMsgBlowObjAttackReflect(const al::SensorMsg*)

bool rs::isMsgBossKnuckleCounter(const al::SensorMsg*)

bool rs::isMsgBossKnuckleFallAttack(const al::SensorMsg*)

bool rs::isMsgBossKnuckleHackAttack(const al::SensorMsg*)

bool rs::isMsgBossKnuckleIceConflict(const al::SensorMsg*)

bool rs::isMsgBossKnuckleIceFallToMummy(const al::SensorMsg*)

bool rs::isMsgBossKnuckleKillerAttack(const al::SensorMsg*)

bool rs::isMsgBreakPartsBreak(const al::SensorMsg*)

bool rs::isMsgBreedaSlap(const al::SensorMsg*)

bool rs::isMsgBreedaPush(const al::SensorMsg*)

bool rs::isMsgBubbleAttack(const al::SensorMsg*)

bool rs::isMsgBubbleAttackToPecho(const al::SensorMsg*)

bool rs::isMsgBubbleLauncherStart(const al::SensorMsg*)

bool rs::isMsgBubbleReflectH(const al::SensorMsg*)

bool rs::isMsgBubbleReflectV(const al::SensorMsg*)

bool rs::isMsgBubbleWallTouch(const al::SensorMsg*)

bool rs::isMsgBubbleGroundTouchTrigger(const al::SensorMsg*)

bool rs::isMsgBullAttack(const al::SensorMsg*)

bool rs::isMsgBullHackAttack(const al::SensorMsg*)

bool rs::isMsgBullEnemyAttack(const al::SensorMsg*)

bool rs::isMsgByugoBlow(const al::SensorMsg*)

bool rs::isMsgCameraAngleElevationResetFast(const al::SensorMsg*)

bool rs::isMsgCancelHack(const al::SensorMsg*)

bool rs::isMsgCancelHackArea(const al::SensorMsg*)

bool rs::isMsgCancelHackByDokan(const al::SensorMsg*)

bool rs::isMsgCapAttack(const al::SensorMsg*)

bool rs::isMsgCapAttackCollide(const al::SensorMsg*)

bool rs::isMsgCapAttackRailMove(const al::SensorMsg*)

bool rs::isMsgCapAttackStayRolling(const al::SensorMsg*)

bool rs::isMsgCapAttackStayRollingCollide(const al::SensorMsg*)

bool rs::isMsgCapBeamerBeam(const al::SensorMsg*)

bool rs::isMsgCapCancelLockOn(const al::SensorMsg*)

bool rs::isMsgCapChangeGiant(const al::SensorMsg*)

bool rs::isMsgCapEnableLockOn(const al::SensorMsg*)

bool rs::isMsgCapStartLockOn(const al::SensorMsg*)

bool rs::isMsgCapKeepLockOn(const al::SensorMsg*)

bool rs::isMsgCapGiantAttack(const al::SensorMsg*)

bool rs::isMsgCapHipDrop(const al::SensorMsg*)

bool rs::isMsgCapObjHipDrop(const al::SensorMsg*)

bool rs::isMsgCapObjHipDropReflect(const al::SensorMsg*)

bool rs::isMsgCapIgnoreCancelLockOn(const al::SensorMsg*)

bool rs::isMsgCapIgnoreCancelMissReaction(const al::SensorMsg*)

bool rs::isMsgCapIgnoreCollisionCheck(const al::SensorMsg*)

bool rs::isMsgCapItemGet(const al::SensorMsg*)

bool rs::isMsgCapReflect(const al::SensorMsg*)

bool rs::isMsgCapReflectCollide(const al::SensorMsg*)

bool rs::isMsgCapRethrow(const al::SensorMsg*)

bool rs::isMsgCapTouchWall(const al::SensorMsg*)

bool rs::isMsgCapTrampolineAttack(const al::SensorMsg*)

bool rs::isMsgCatchBombThrough(const al::SensorMsg*)

bool rs::isMsgCheckCarObstacle(const al::SensorMsg*)

bool rs::isMsgCheckIsCardboardBox(const al::SensorMsg*)

bool rs::isMsgChorobonAttack(const al::SensorMsg*)

bool rs::isMsgClearFire(const al::SensorMsg*)

bool rs::isMsgCollectAnimalTouchCollide(const al::SensorMsg*)

bool rs::isMsgCollisionImpulse(const al::SensorMsg*)

bool rs::isMsgConductLightning(const al::SensorMsg*)

bool rs::isMsgConfirmFrailBox(const al::SensorMsg*)

bool rs::isMsgConfirmBrokenFrailBox(const al::SensorMsg*)

bool rs::isMsgDamageBallAttack(const al::SensorMsg*)

bool rs::isMsgDamageBallBodyAttack(const al::SensorMsg*)

bool rs::isMsgDigPointSmell(const al::SensorMsg*)

bool rs::isMsgDonsukeAttack(const al::SensorMsg*)

bool rs::isMsgDonsukeGroundAttack(const al::SensorMsg*)

bool rs::isMsgDonsukePush(const al::SensorMsg*)

bool rs::isMsgDragonAttack(const al::SensorMsg*)

bool rs::isMsgEatExplosion(const al::SensorMsg*)

bool rs::isMsgElectricWireNoLimitDistance(const al::SensorMsg*)

bool rs::isMsgEnableInSaucePan(const al::SensorMsg*)

bool rs::isMsgEnableMapCheckPointWarp(const al::SensorMsg*)

bool rs::isMsgEndInSaucePan(const al::SensorMsg*)

bool rs::isMsgEnemyAttack2D(const al::SensorMsg*)

bool rs::isMsgEnemyAttack3D(const al::SensorMsg*)

bool rs::isMsgEnemyAttackDash(const al::SensorMsg*)

bool rs::isMsgFireBrosFireBallCollide(const al::SensorMsg*)

bool rs::isMsgFireDamageAll(const al::SensorMsg*)

bool rs::isMsgHackAttackFire(const al::SensorMsg*)

bool rs::isMsgFireSwitchFire(const al::SensorMsg*)

bool rs::isMsgEnemyAttackFireCollision(const al::SensorMsg*)

bool rs::isMsgEnemyAttackTRex(const al::SensorMsg*)

bool rs::isMsgPoisonDamageAll(const al::SensorMsg*)

bool rs::isMsgEnemyAttackPoison(const al::SensorMsg*)

bool rs::isMsgHackAttackPoison(const al::SensorMsg*)

bool rs::isMsgPaintAttackPoison(const al::SensorMsg*)

bool rs::isMsgConfirmPaintObj(const al::SensorMsg*)

bool rs::isMsgConfirmPaintObjForSeed(const al::SensorMsg*)

bool rs::isMsgEnemyAttackStrong(const al::SensorMsg*)

bool rs::isMsgEnemyKick(const al::SensorMsg*)

bool rs::isMsgRabbitKick(const al::SensorMsg*)

bool rs::isMsgEnemyObjBreak(const al::SensorMsg*)

bool rs::isMsgFireBlowerAttack(const al::SensorMsg*)

bool rs::isMsgFishingAttack(const al::SensorMsg*)

bool rs::isMsgFishingCancel(const al::SensorMsg*)

bool rs::isMsgFishingFishApproach(const al::SensorMsg*)

bool rs::isMsgFishingFishFloatTouch(const al::SensorMsg*)

bool rs::isMsgFishingItemGet(const al::SensorMsg*)

bool rs::isMsgFishingLineTouch(const al::SensorMsg*)

bool rs::isMsgFishingStart(const al::SensorMsg*)

bool rs::isMsgFishingUpImmediately(const al::SensorMsg*)

bool rs::isMsgFishingUpImmediatelyPrepare(const al::SensorMsg*)

bool rs::isMsgFishingWait(const al::SensorMsg*)

bool rs::isMsgFrogHackTrample(const al::SensorMsg*)

bool rs::isMsgGamaneBullet(const al::SensorMsg*)

bool rs::isMsgGamaneBulletThrough(const al::SensorMsg*)

bool rs::isMsgGamaneBulletForCoinFlower(const al::SensorMsg*)

bool rs::isMsgGemyAim(const al::SensorMsg*)

bool rs::isMsgGhostCancel(const al::SensorMsg*)

bool rs::isMsgGhostPlay(const al::SensorMsg*)

bool rs::isMsgGhostRecordEnd(const al::SensorMsg*)

bool rs::isMsgGhostRecordStart(const al::SensorMsg*)

bool rs::isMsgGhostRecordStartOk(const al::SensorMsg*)

bool rs::isMsgGhostReverse(const al::SensorMsg*)

bool rs::isMsgGhostStop(const al::SensorMsg*)

bool rs::isMsgGiantWanderBossAttack(const al::SensorMsg*)

bool rs::isMsgGiantWanderBossBulletAttack(const al::SensorMsg*)

bool rs::isMsgGiantWanderBossBulletPush(const al::SensorMsg*)

bool rs::isMsgGoldHammerAttack(const al::SensorMsg*)

bool rs::isMsgGrowFlowerSeedDisablePush(const al::SensorMsg*)

bool rs::isMsgGrowFlowerSeedNear(const al::SensorMsg*)

bool rs::isMsgGrowPlantPush(const al::SensorMsg*)

bool rs::isMsgGrowerAttack(const al::SensorMsg*)

bool rs::isMsgGrowerWallAttack(const al::SensorMsg*)

bool rs::isMsgGunetterAttack(const al::SensorMsg*)

bool rs::isMsgGunetterBodyTouch(const al::SensorMsg*)

bool rs::isMsgGunetterPush(const al::SensorMsg*)

bool rs::isMsgHackAttack(const al::SensorMsg*)

bool rs::isMsgHackAttackKick(const al::SensorMsg*)

bool rs::isMsgHackAttackMapObj(const al::SensorMsg*)

bool rs::isMsgHackBrosContact(const al::SensorMsg*)

bool rs::isMsgHackDeathAreaSelfCheck(const al::SensorMsg*)

bool rs::isMsgHackDemoEnd(const al::SensorMsg*)

bool rs::isMsgHackDemoStart(const al::SensorMsg*)

bool rs::isMsgHackInvalidEscape(const al::SensorMsg*)

bool rs::isMsgHackInvalidEscapeNoReaction(const al::SensorMsg*)

bool rs::isMsgHackMarioCheckpointFlagWarp(const al::SensorMsg*)

bool rs::isMsgHackMarioDead(const al::SensorMsg*)

bool rs::isMsgHackMarioDemo(const al::SensorMsg*)

bool rs::isMsgHackMarioInWater(const al::SensorMsg*)

bool rs::isMsgHackMoveRockForestPush(const al::SensorMsg*)

bool rs::isMsgHackSelfCeilingCheckMiss(const al::SensorMsg*)

bool rs::isMsgHackSyncDamageVisibility(const al::SensorMsg*)

bool rs::isMsgHackUpperPunch(const al::SensorMsg*)

bool rs::isMsgHackObjUpperPunch(const al::SensorMsg*)

bool rs::isMsgHammerAttackDown(const al::SensorMsg*)

bool rs::isMsgHammerAttackSide(const al::SensorMsg*)

bool rs::isMsgHammerAttackSideCollide(const al::SensorMsg*)

bool rs::isMsgHammerBrosHammerEnemyAttack(const al::SensorMsg*)

bool rs::isMsgHammerBrosHammerHackAttack(const al::SensorMsg*)

bool rs::isMsgHammerBrosHammerSearch(const al::SensorMsg*)

bool rs::isMsgHipDropTransformReverse(const al::SensorMsg*)

bool rs::isMsgHipDropTransformTransform(const al::SensorMsg*)

bool rs::isMsgHipDropTransformingUp(const al::SensorMsg*)

bool rs::isMsgHipDropTransformingDown(const al::SensorMsg*)

bool rs::isMsgHipDropTransformingFinish(const al::SensorMsg*)

bool rs::isMsgHitGrowFlowerPot(const al::SensorMsg*)

bool rs::isMsgHitGrowPlantPot(const al::SensorMsg*)

bool rs::isMsgHosuiAttack(const al::SensorMsg*)

bool rs::isMsgHosuiAttackCollide(const al::SensorMsg*)

bool rs::isMsgHosuiAttackNoEffect(const al::SensorMsg*)

bool rs::isMsgHosuiAttackStrong(const al::SensorMsg*)

bool rs::isMsgHosuiTouch(const al::SensorMsg*)

bool rs::isMsgHosuiTrample(const al::SensorMsg*)

bool rs::isMsgHosuiTrampleReflect(const al::SensorMsg*)

bool rs::isMsgHosuiTrampleReflectHigh(const al::SensorMsg*)

bool rs::isMsgIgnoreTouchTarget(const al::SensorMsg*)

bool rs::isMsgIgnorePushMotorcycle(const al::SensorMsg*)

bool rs::isMsgIcicleAttack(const al::SensorMsg*)

bool rs::isMsgIgnoreMirrorWarp(const al::SensorMsg*)

bool rs::isMsgIgnoredByRunawayNpc(const al::SensorMsg*)

bool rs::isMsgImplantGrowFlowerSeed(const al::SensorMsg*)

bool rs::isMsgInitTouchTargetInfo(const al::SensorMsg*)

bool rs::isMsgItemAmiiboKoopa(const al::SensorMsg*)

bool rs::isMsgIsExistPukupuku(const al::SensorMsg*)

bool rs::isMsgJangoAttack(const al::SensorMsg*)

bool rs::isMsgJangoRemoveCap(const al::SensorMsg*)

bool rs::isMsgKakkuKick(const al::SensorMsg*)

bool rs::isMsgKoopaBindStart(const al::SensorMsg*)

bool rs::isMsgKoopaCapPlayerFocusTarget(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchFinishL(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchFinishR(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchInvincibleL(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchInvincibleR(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchKnockBackL(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchKnockBackR(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchL(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchR(const al::SensorMsg*)

bool rs::isMsgKoopaCapSpinAttack(const al::SensorMsg*)

bool rs::isMsgKoopaCatchKoopaCap(const al::SensorMsg*)

bool rs::isMsgKoopaDashPunchAttack(const al::SensorMsg*)

bool rs::isMsgKoopaFire2D(const al::SensorMsg*)

bool rs::isMsgKoopaFireBallAttack(const al::SensorMsg*)

bool rs::isMsgKoopaHackDamage(const al::SensorMsg*)

bool rs::isMsgKoopaHackPunch(const al::SensorMsg*)

bool rs::isMsgKoopaHackPunchCollide(const al::SensorMsg*)

bool rs::isMsgKoopaHackTrample(const al::SensorMsg*)

bool rs::isMsgKoopaRingBeamInvalidTouch(const al::SensorMsg*)

bool rs::isMsgKoopaTailAttack(const al::SensorMsg*)

bool rs::isMsgKoopaTouchFloor(const al::SensorMsg*)

bool rs::isMsgKouraAttack2D(const al::SensorMsg*)

bool rs::isMsgKouraItemGet2D(const al::SensorMsg*)

bool rs::isMsgKuribo2DTouch(const al::SensorMsg*)

bool rs::isMsgKuriboCollisionDamage(const al::SensorMsg*)

bool rs::isMsgKuriboCollisionKill(const al::SensorMsg*)

bool rs::isMsgKuriboFlick(const al::SensorMsg*)

bool rs::isMsgKuriboGirlAttack(const al::SensorMsg*)

bool rs::isMsgKuriboGirlLove(const al::SensorMsg*)

bool rs::isMsgKuriboTop(const al::SensorMsg*)

bool rs::isMsgKuriboTowerNum(const al::SensorMsg*)

bool rs::isMsgLaunchBlow(const al::SensorMsg*)

bool rs::isMsgLineDancerLink(const al::SensorMsg*)

bool rs::isMsgLongPushSensorHit(const al::SensorMsg*)

bool rs::isMsgLongPushBoxHit(const al::SensorMsg*)

bool rs::isMsgMagnetBulletAttack(const al::SensorMsg*)

bool rs::isMsgMeganeAttack(const al::SensorMsg*)

bool rs::isMsgMeganeHackTrample(const al::SensorMsg*)

bool rs::isMsgMofumofuBodyChainExplode(const al::SensorMsg*)

bool rs::isMsgMofumofuBulletUnexplosion(const al::SensorMsg*)

bool rs::isMsgMoonBasementAttackMeteor(const al::SensorMsg*)

bool rs::isMsgMoonBasementBreakShockwaveMeteor(const al::SensorMsg*)

bool rs::isMsgMoonBasementRockThroughCollision(const al::SensorMsg*)

bool rs::isMsgMorningStarWarpEnd(const al::SensorMsg*)

bool rs::isMsgMorningStarWarpStart(const al::SensorMsg*)

bool rs::isMsgMotorcycleAttack(const al::SensorMsg*)

bool rs::isMsgMotorcycleCollideParkingLot(const al::SensorMsg*)

bool rs::isMsgMotorcycleDashAttack(const al::SensorMsg*)

bool rs::isMsgMotorcycleDashCollide(const al::SensorMsg*)

bool rs::isMsgCactusNeedleAttack(const al::SensorMsg*)

bool rs::isMsgCactusNeedleAttackStrong(const al::SensorMsg*)

bool rs::isMsgNoLimitTouchJump(const al::SensorMsg*)

bool rs::isMsgNoticePlayerDamage(const al::SensorMsg*)

bool rs::isMsgNpcScareByEnemy(const al::SensorMsg*)

bool rs::isMsgVolleyballNpcScareByEnemy(const al::SensorMsg*)

bool rs::isMsgObjSnapForce(const al::SensorMsg*)

bool rs::isMsgPackunEatCancel(const al::SensorMsg*)

bool rs::isMsgPackunEatEnd(const al::SensorMsg*)

bool rs::isMsgPackunEatStart(const al::SensorMsg*)

bool rs::isMsgPackunEatStartFollow(const al::SensorMsg*)

bool rs::isMsgPaint(const al::SensorMsg*)

bool rs::isMsgPaintTexture(const al::SensorMsg*)

bool rs::isMsgCheckPaintClear(const al::SensorMsg*)

bool rs::isMsgCheckPaintAlpha(const al::SensorMsg*)

bool rs::isMsgPartyPopperSoundAttack(const al::SensorMsg*)

bool rs::isMsgPechoSpot(const al::SensorMsg*)

bool rs::isMsgPlayerBallToss(const al::SensorMsg*)

bool rs::isMsgPlayerCarryCameraSubjectiveStart(const al::SensorMsg*)

bool rs::isMsgPlayerCarryCameraSubjectiveEnd(const al::SensorMsg*)

bool rs::isMsgPlayerCarryShineGetStart(const al::SensorMsg*)

bool rs::isMsgPlayerCarryShineGetEnd(const al::SensorMsg*)

bool rs::isMsgPlayerCapCatch(const al::SensorMsg*)

bool rs::isMsgPlayerCapHipDrop(const al::SensorMsg*)

bool rs::isMsgPlayerCapPush(const al::SensorMsg*)

bool rs::isMsgPlayerCapRecovery(const al::SensorMsg*)

bool rs::isMsgPlayerCapTouchJump(const al::SensorMsg*)

bool rs::isMsgPlayerCapTrample(const al::SensorMsg*)

bool rs::isMsgPlayerCoinDashGet(const al::SensorMsg*)

bool rs::isMsgPlayerEyePriorityTarget(const al::SensorMsg*)

bool rs::isMsgPlayerDisregardHomingAttack(const al::SensorMsg*)

bool rs::isMsgPlayerDisregardTargetMarker(const al::SensorMsg*)

bool rs::isMsgPlayerEquipKoopaCap(const al::SensorMsg*)

bool rs::isMsgPlayerFireBallAttack2D(const al::SensorMsg*)

bool rs::isMsgPlayerFireBallAttack3D(const al::SensorMsg*)

bool rs::isMsgPlayerHipDropDemoTrigger(const al::SensorMsg*)

bool rs::isMsgPlayerHipDropHipDropSwitch(const al::SensorMsg*)

bool rs::isMsgPlayerItemGet2D(const al::SensorMsg*)

bool rs::isMsgPlayerJumpTakeOffFloor(const al::SensorMsg*)

bool rs::isMsgPlayerObjectWallHit(const al::SensorMsg*)

bool rs::isMsgPlayerObjLeapFrog(const al::SensorMsg*)

bool rs::isMsgPlayerPenguinAttack(const al::SensorMsg*)

bool rs::isMsgPlayerPenguinAttackReflect(const al::SensorMsg*)

bool rs::isMsgPlayerPoleClimbKeep(const al::SensorMsg*)

bool rs::isMsgPlayerPoleClimbReaction(const al::SensorMsg*)

bool rs::isMsgPlayerRabbitGet(const al::SensorMsg*)

bool rs::isMsgPlayerRollingObjHit(const al::SensorMsg*)

bool rs::isMsgPlayerRollingWallHitDown(const al::SensorMsg*)

bool rs::isMsgPlayerRollingWallHitMove(const al::SensorMsg*)

bool rs::isMsgPlayerStartGrabCeil(const al::SensorMsg*)

bool rs::isMsgPlayerStartWallJump(const al::SensorMsg*)

bool rs::isMsgPlayerEndGrabCeil(const al::SensorMsg*)

bool rs::isMsgPlayerSwordAttack(const al::SensorMsg*)

bool rs::isMsgPlayerTouchFloorJumpCode(const al::SensorMsg*)

bool rs::isMsgPlayerTrample2D(const al::SensorMsg*)

bool rs::isMsgPlayerUpperPunch2D(const al::SensorMsg*)

bool rs::isMsgPlayerObjUpperPunch2D(const al::SensorMsg*)

bool rs::isMsgPropellerAttack(const al::SensorMsg*)

bool rs::isMsgPukupukuDash(const al::SensorMsg*)

bool rs::isMsgPukupukuKiss(const al::SensorMsg*)

bool rs::isMsgPukupukuRollingAttack(const al::SensorMsg*)

bool rs::isMsgPunchMachinePunchHook(const al::SensorMsg*)

bool rs::isMsgPunchMachinePunchStraight(const al::SensorMsg*)

bool rs::isMsgPunchMachinePunchUpper(const al::SensorMsg*)

bool rs::isMsgPush2D(const al::SensorMsg*)

bool rs::isMsgPushToFish(const al::SensorMsg*)

bool rs::isMsgPushToMotorcycle(const al::SensorMsg*)

bool rs::isMsgPushToPlayer(const al::SensorMsg*)

bool rs::isMsgRadishAttack(const al::SensorMsg*)

bool rs::isMsgRadishReflect(const al::SensorMsg*)

bool rs::isMsgRaceStart(const al::SensorMsg*)

bool rs::isMsgRaceStop(const al::SensorMsg*)

bool rs::isMsgRaceWait(const al::SensorMsg*)

bool rs::isMsgRequestChangeFireFlower(const al::SensorMsg*)

bool rs::isMsgRequestChangeKinokoSuper(const al::SensorMsg*)

bool rs::isMsgRequestPlayerJumpBreakFloor(const al::SensorMsg*)

bool rs::isMsgRequestPlayerJump(const al::SensorMsg*)

bool rs::isMsgRequestPlayerTrampleJump(const al::SensorMsg*)

bool rs::isMsgRequestPlayerSpinJump(const al::SensorMsg*)

bool rs::isMsgRequestSphinxJump(const al::SensorMsg*)

bool rs::isMsgRideOnEnd(const al::SensorMsg*)

bool rs::isMsgRideOnRelease(const al::SensorMsg*)

bool rs::isMsgRideOnStart(const al::SensorMsg*)

bool rs::isMsgRocketFlowerExtension(const al::SensorMsg*)

bool rs::isMsgSandSharkAttack(const al::SensorMsg*)

bool rs::isMsgSeedAttack(const al::SensorMsg*)

bool rs::isMsgSeedAttackBig(const al::SensorMsg*)

bool rs::isMsgSeedAttackHold(const al::SensorMsg*)

bool rs::isMsgSeedItemGet(const al::SensorMsg*)

bool rs::isMsgSeedReflect(const al::SensorMsg*)

bool rs::isMsgSeedTouch(const al::SensorMsg*)

bool rs::isMsgSenobiCancelStretch(const al::SensorMsg*)

bool rs::isMsgSenobiPunchBlockTransparent(const al::SensorMsg*)

bool rs::isMsgSenobiPartsMove(const al::SensorMsg*)

bool rs::isMsgSenobiTrample(const al::SensorMsg*)

bool rs::isMsgShibakenApproach(const al::SensorMsg*)

bool rs::isMsgShibakenKick(const al::SensorMsg*)

bool rs::isMsgSkaterAttack(const al::SensorMsg*)

bool rs::isMsgSpherePush(const al::SensorMsg*)

bool rs::isMsgSphinxJumpAttack(const al::SensorMsg*)

bool rs::isMsgSphinxQuizRouteKill(const al::SensorMsg*)

bool rs::isMsgSphinxRideAttack(const al::SensorMsg*)

bool rs::isMsgSphinxRideAttackReflect(const al::SensorMsg*)

bool rs::isMsgSphinxRideAttackTouchThrough(const al::SensorMsg*)

bool rs::isMsgSphinxRideAttackTouch(const al::SensorMsg*)

bool rs::isMsgStampTo2D(const al::SensorMsg*)

bool rs::isMsgStartHack(const al::SensorMsg*)

bool rs::isMsgStartInSaucePan(const al::SensorMsg*)

bool rs::isMsgStatueDrop(const al::SensorMsg*)

bool rs::isMsgStatueTrampleReflect(const al::SensorMsg*)

bool rs::isMsgStatuePush(const al::SensorMsg*)

bool rs::isMsgStatueSnap(const al::SensorMsg*)

bool rs::isMsgSunshineAttack(const al::SensorMsg*)

bool rs::isMsgTankBullet(const al::SensorMsg*)

bool rs::isMsgTankBulletNoReaction(const al::SensorMsg*)

bool rs::isMsgTankExplosion(const al::SensorMsg*)

bool rs::isMsgTankHackTrample(const al::SensorMsg*)

bool rs::isMsgTankKickHack(const al::SensorMsg*)

bool rs::isMsgTankKickEnemy(const al::SensorMsg*)

bool rs::isMsgTankLookOn(const al::SensorMsg*)

bool rs::isMsgTestPunch(const al::SensorMsg*)

bool rs::isMsgTestPunchStrong(const al::SensorMsg*)

bool rs::isMsgTimerAthleticDemoStart(const al::SensorMsg*)

bool rs::isMsgTouchDoorDrumn(const al::SensorMsg*)

bool rs::isMsgTouchFireDrum2D(const al::SensorMsg*)

bool rs::isMsgTrashBoxIn(const al::SensorMsg*)

bool rs::isMsgTRexAttack(const al::SensorMsg*)

bool rs::isMsgTRexAttackCollideAll(const al::SensorMsg*)

bool rs::isMsgTRexAttackCollideBody(const al::SensorMsg*)

bool rs::isMsgTRexAttackCollideHead(const al::SensorMsg*)

bool rs::isMsgTRexDashAttack(const al::SensorMsg*)

bool rs::isMsgTRexScrollPartsBreakWith(const al::SensorMsg*)

bool rs::isMsgTsukkunForceCancelCollide(const al::SensorMsg*)

bool rs::isMsgTsukkunHoldCollide(const al::SensorMsg*)

bool rs::isMsgTsukkunThroughCollide(const al::SensorMsg*)

bool rs::isMsgTsukkunThrustAll(const al::SensorMsg*)

bool rs::isMsgTsukkunThrust(const al::SensorMsg*, bool*)

bool rs::isMsgTsukkunThrustCollide(const al::SensorMsg*, bool*)

bool rs::isMsgTsukkunNoTrace(const al::SensorMsg*)

bool rs::isMsgTsukkunThrustHole(const al::SensorMsg*)

bool rs::isMsgUtsuboAttack(const al::SensorMsg*)

bool rs::isMsgWanderBossCameraRange(const al::SensorMsg*)

bool rs::isMsgWanwanEnemyAttack(const al::SensorMsg*)

bool rs::isMsgWanwanBlockAttack(const al::SensorMsg*)

bool rs::isMsgWanwanHoleIn(const al::SensorMsg*)

bool rs::isMsgWaterRoadIn(const al::SensorMsg*)

bool rs::isMsgWaterRoadNear(const al::SensorMsg*)

bool rs::isMsgWanwanPush(const al::SensorMsg*)

bool rs::isMsgWanwanReboundAttack(const al::SensorMsg*)

bool rs::isMsgWeaponItemGet(const al::SensorMsg*)

bool rs::isMsgWhipAttack(const al::SensorMsg*)

bool rs::isMsgWhipBind(const al::SensorMsg*)

bool rs::isMsgWhipHold(const al::SensorMsg*)

bool rs::isMsgWhipThrow(const al::SensorMsg*)

bool rs::isMsgYokinBallAttack(const al::SensorMsg*)

bool rs::isMsgYoshiDirectEat(const al::SensorMsg*)

bool rs::isMsgYoshiTongueAttack(const al::SensorMsg*)

bool rs::isMsgYoshiTongueEatBind(const al::SensorMsg*)

bool rs::isMsgYoshiTongueEatBindCancel(const al::SensorMsg*)

bool rs::isMsgYoshiTongueEatBindFinish(const al::SensorMsg*)

bool rs::isMsgYoshiTongueEatHomingTarget(const al::SensorMsg*)

bool rs::isMsgYukimaruPush(const al::SensorMsg*)

bool rs::isMsgKillerAttackNoExplode(const al::SensorMsg*)

bool rs::isMsgKillerMagnumAttack(const al::SensorMsg*)

bool rs::isMsgKillerMagnumHackAttack(const al::SensorMsg*)

bool rs::isMsgGabuzouAttack(const al::SensorMsg*)

bool rs::isMsgStackerRollingAttack(const al::SensorMsg*)

bool rs::isMsgStackerCapBoostAttack(const al::SensorMsg*)

bool rs::isMsgIgnoreIgnitionBomb(const al::SensorMsg*)

bool rs::isMsgExplosionReflectBomb(const al::SensorMsg*)

bool rs::isMsgGolemStampPress(const al::SensorMsg*)

void rs::setMsgYoshiTongueEatBindScale(const al::SensorMsg*, f32)

bool rs::isMsgTsukkunThrustSpin(const al::SensorMsg*, bool*)

bool rs::isMsgTsukkunThrustReflect(const al::SensorMsg*, bool*)

bool rs::isMsgTsukkunThrustHitReflectCollide(const al::SensorMsg*, bool*)

bool rs::isMsgTsukkunThrustReflectCollide(const al::SensorMsg*, bool*)

bool rs::isMsgSwitchOnWithSaveRequest(const al::SensorMsg*, SaveObjInfo**)

bool rs::isMsgNpcCapReactionAll(const al::SensorMsg*)

bool rs::isMsgHackNpcCapReactionAll(const al::SensorMsg*)

bool rs::checkMsgNpcTrampleReactionAll(const al::SensorMsg*, const al::HitSensor*, const al::HitSensor*, bool)

bool rs::isMsgPlayerAndCapObjHipDropReflectAll(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchAll(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchInvincibleAll(const al::SensorMsg*)

bool rs::isMsgKoopaCapPunchFinishAll(const al::SensorMsg*)

bool rs::isMsgItemGet(const al::SensorMsg*)

bool rs::isMsgItemGetByWeapon(const al::SensorMsg*)

bool rs::isMsgItemGet2D(const al::SensorMsg*)

bool rs::isMsgBlockUpperPunch2D(const al::SensorMsg*)

bool rs::isMsgItemGetAll(const al::SensorMsg*)

bool rs::isMsgShineGet(const al::SensorMsg*)

bool rs::isMsgShineGet2D(const al::SensorMsg*)

bool rs::isMsgShineReaction(const al::SensorMsg*)

bool rs::isMsgKillByShineGet(const al::SensorMsg*)

bool rs::isMsgKillByHomeDemo(const al::SensorMsg*)

bool rs::isMsgEndHomeDemo(const al::SensorMsg*)

bool rs::isMsgBreakBySword(const al::SensorMsg*)

bool rs::isMsgPressDown(const al::SensorMsg*)

bool rs::isMsgPlayerAndCapObjHipDropAll(const al::SensorMsg*)

bool rs::isMsgAttackDirect(const al::SensorMsg*)

bool rs::isMsgBlowDown(const al::SensorMsg*)

bool rs::isMsgTrampleReflectAll(const al::SensorMsg*)

bool rs::isMsgThrowObjHit(const al::SensorMsg*)

bool rs::isMsgThrowObjHitReflect(const al::SensorMsg*)

bool rs::isMsgPlayerAndCapHipDropAll(const al::SensorMsg*)

bool rs::isMsgUpperPunchAll(const al::SensorMsg*)

bool rs::isMsgBlockReaction2D(const al::SensorMsg*)

bool rs::isMsgBlockReaction3D(const al::SensorMsg*)

bool rs::isMsgBlockReactionAll(const al::SensorMsg*)

bool rs::isMsgBreakFrailBox(const al::SensorMsg*)

bool rs::isMsgDamageFrailBox(const al::SensorMsg*)

bool rs::isMsgChorobonReaction(const al::SensorMsg*)

bool rs::isMsgBreakSignBoard(const al::SensorMsg*)

bool rs::isMsgBreakCollapseSandHill(const al::SensorMsg*)

void rs::calcBlowDownDir(sead::Vector3f*, const al::SensorMsg*, al::HitSensor* source, al::HitSensor* target)

bool rs::tryGetTsukkunThrustDir(sead::Vector3f*, const al::SensorMsg*)

bool rs::isMsgPlayerDamage(const al::SensorMsg*)

bool rs::isMsgPlayerDamage2D(const al::SensorMsg*)

bool rs::isMsgPlayerDamageBlowDown(const al::SensorMsg*)

bool rs::isMsgPlayerJumpRequestAll(const al::SensorMsg*)

bool rs::isMsgDashPanel(const al::SensorMsg*, s32*)

bool rs::isMsgNetworkShootingShot(const al::SensorMsg*, s32)

bool rs::isMsgNetworkShootingChargeShot(const al::SensorMsg*, s32)

bool rs::isFallingTargetMoonBasementRock(const al::SensorMsg*)

bool rs::tryGetTestPunchInfo(sead::Vector3f*, s32*, const al::SensorMsg*, s32)

bool rs::tryGetTestPunchTeamId(s32*, const al::SensorMsg*)

bool rs::tryGetPunchGuard(s32*, const al::SensorMsg*, s32)

bool rs::tryGetTsukkunThrustInfo(sead::Vector3f*, s32*, const al::SensorMsg*)

bool rs::tryGetTsukkunThrustReflectDir(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetRequestPlayerJumpInfo(f32*, const al::SensorMsg*)

bool rs::tryGetRequestPlayerTrampleJumpInfo(f32*, const al::SensorMsg*)

bool rs::tryGetRequestPlayerSpinJumpInfo(f32*, const al::SensorMsg*)

bool rs::tryGetRequestSphinxJumpInfo(f32*, const al::SensorMsg*)

bool rs::tryGetTouchTargetInfo(TouchTargetInfo**, const al::SensorMsg*)

bool rs::tryInitTouchTargetInfoBySensorOffset(const al::SensorMsg*, const al::HitSensor*, const sead::Vector3f&, const sead::Vector3f&)

bool rs::tryInitTouchTargetInfoByConnector(const al::SensorMsg*, const al::MtxConnector*, const sead::Vector3f&, const sead::Vector3f&, bool)

bool rs::tryCalcCollisionImpulse(sead::Vector3f*, f32, const sead::Vector3f&, f32, const al::SensorMsg*)

bool rs::tryInitWhipTarget(const al::SensorMsg*, al::HitSensor*, const sead::Vector3f*)

bool rs::tryGetWhipThrowDir(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryMagnetPower(bool*, const al::SensorMsg*)

bool rs::tryMagnetBulletAttack(f32*, const al::SensorMsg*)

bool rs::isMsgTrampolineCrackJump(f32*, f32*, const al::SensorMsg*)

void rs::requestHitReactionToAttacker(const al::SensorMsg*, const al::HitSensor*, const al::HitSensor*)

void rs::requestHitReactionToAttacker(const al::SensorMsg*, const al::HitSensor*, const sead::Vector3f&)

bool rs::tryGetCapTouchWallHitPos(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetCapTouchWallNormal(sead::Vector3f*, const al::SensorMsg*)

bool rs::isCapRethrowReturnOnly(const al::SensorMsg*)

bool rs::tryGetCapRethrowPos(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetCapRethrowFront(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetCapRethrowUp(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetHackBlowJump(sead::Vector3f*, f32*, const al::SensorMsg*)

bool rs::tryGetGolemStampPushV(f32*, const al::SensorMsg*)

bool rs::tryGetGolemStampPushH(f32*, const al::SensorMsg*)

bool rs::tryGetRequestPlayerWaitAnim(const char**, const al::SensorMsg*)

bool rs::tryGetCapChangeGiant(f32*, s32*, const al::SensorMsg*)

bool rs::tryGetByugoBlowForce(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetObjSnapForce(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetPackunEatEndPos(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetPackunEatEndDir(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetPackunEatStartFollowPos(const sead::Vector3f**, const al::SensorMsg*)

bool rs::tryGetFireBlowerAttackPos(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetFireBlowerAttackDir(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetFireBlowerAttackRadius(f32*, const al::SensorMsg*)

bool rs::tryGetPaintColor(sead::Color4u8*, const al::SensorMsg*)

bool rs::tryGetPaintSize(f32*, const al::SensorMsg*)

bool rs::tryGetPaintDrawType(s32*, const al::SensorMsg*)

bool rs::tryGetPaintTextureSize(f32*, const al::SensorMsg*)

bool rs::tryGetPaintTextureRotation(f32*, const al::SensorMsg*)

bool rs::tryGetPaintTextureDrawType(s32*, const al::SensorMsg*)

bool rs::tryGetCheckPaintClearColor(sead::Color4u8*, const al::SensorMsg*)

bool rs::tryGetCheckPaintClearPos(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetCheckPaintClearDrawType(s32*, const al::SensorMsg*)

bool rs::tryGetCheckPaintAlphaPos(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetSenobiPartsMoveDistance(f32*, const al::SensorMsg*)

bool rs::tryGetStampTo2DForce(sead::Vector3f*, const al::SensorMsg*)

bool rs::tryGetGhostStartOkObjId(sead::BufferedSafeStringBase<char>*, const al::SensorMsg*)

bool rs::tryGetAirExplosionForce(sead::Vector3f*, const al::SensorMsg*)

bool rs::sendMsgGotogotonGoalMatch(al::HitSensor* source, al::HitSensor* target, const GotogotonMark*)

bool rs::isMatchGotogotonGoal(const al::SensorMsg*, const GotogotonMark*)

bool rs::isMsgGotogotonOn(const al::SensorMsg*)

bool rs::isMsgGotogotonGoalExist(const al::SensorMsg*)

bool rs::isMsgBossMagmaCatchPlayer(const al::SensorMsg*)

bool rs::isMsgBossMagmaReleasePlayer(const al::SensorMsg*)

bool rs::isMsgBossMagmaDeadDemoStart(const al::SensorMsg*)

bool rs::isMsgBossMagmaDeadDemoEnd(const al::SensorMsg*)

bool rs::tryGetBossMagmaBreathForce(const al::SensorMsg*, sead::Vector3f*)

bool rs::tryGetBossMagmaResetPos(const al::SensorMsg*, sead::Vector3f*)

bool rs::isMsgBossMagmaQueryToBubble(const al::SensorMsg*)

bool rs::isMsgMofumofuReflectAll(const al::SensorMsg*)

void rs::calcFishingUpJugemDir(sead::Vector3f*, const al::SensorMsg*)

const sead::Vector3f& rs::getFishingUpFloatPos(const al::SensorMsg*)

const char* rs::tryGetFishingUpFloatMaterialCode(const al::SensorMsg*)

al::HitSensor* rs::getFishingHookSensor(const al::SensorMsg*)

bool rs::sendMsgCheckFishingTarget(al::HitSensor* source, al::HitSensor* target, const FishingFish*)

bool rs::isMsgCheckFishingTarget(const al::SensorMsg*)

const FishingFish* rs::getCheckFishingTarget(const al::SensorMsg*)

const sead::Vector3f& rs::getGunetterPushCenter(const al::SensorMsg*)

f32 rs::getGunetterPushRadius(const al::SensorMsg*)

u32 rs::getNumKuriboTowerOn(const al::SensorMsg*)

bool rs::isMsgPlayerLookAtPosition(const al::SensorMsg*)

void rs::setMsgPlayerLookAtPosition(const al::SensorMsg*, const sead::Vector3f&)

bool rs::isMsgTargetMarkerPosition(const al::SensorMsg*)

void rs::setMsgTargetMarkerPosition(const al::SensorMsg*, const sead::Vector3f&)

bool rs::isMsgSandGeyserRaise(const al::SensorMsg*)

bool rs::tryGetSandGeyserRaise(const al::SensorMsg*, f32*, f32*)

bool rs::tryReceivePushAndAddVelocity(al::LiveActor*, const al::SensorMsg*)

bool rs::isMsgInitCapTarget(const al::SensorMsg*)

void rs::setCapTargetInfo(const al::SensorMsg*, const CapTargetInfo*)

bool rs::sendMsgEndHack(al::HitSensor* source, al::HitSensor* target, const HackEndParam*)

bool rs::isMsgTransferHack(const al::SensorMsg*)

bool rs::isMsgRequestTransferHack(const al::SensorMsg*)

bool rs::isMsgInitHack(const al::SensorMsg*)

bool rs::isMsgEndHack(const HackEndParam**, const al::SensorMsg*)

bool rs::isMsgHackDirectStageInit(IUsePlayerHack**, const al::SensorMsg*)

bool rs::isMsgKillByBossBattleDemo(const al::SensorMsg*)

bool rs::isMsgKillByHackFirstDemo(const al::SensorMsg*)

bool rs::isMsgKillByMoonRockDemo(const al::SensorMsg*)

bool rs::tryIncrementComboCount(s32*, const al::SensorMsg*)

ComboCounter* rs::tryGetMsgComboCount(const al::SensorMsg*)

ComboCounter* rs::getMsgComboCount(const al::SensorMsg*)

bool rs::isMsgKillBySwitchTimer(const al::SensorMsg*)

bool rs::isVisibleChameleon(const al::SensorMsg*)

bool rs::isMsgRequestPlayerStainWet(const al::SensorMsg*, s32*)

void rs::setKuriboTowerNum(const al::SensorMsg*, s32)

const sead::Vector3f& rs::getSpherePushCenter(const al::SensorMsg*)

f32 rs::getSpherePushRadius(const al::SensorMsg*)

DigPoint* rs::getSmellDigPoint(const al::SensorMsg*)

void rs::convertCsecTo(s32* minutes, s32* seconds, s32* csec, s32 time)

void rs::setShadowDropOffset(al::LiveActor*, const char*, f32)

void rs::recordGamePadPlayStyleInfo(GamePadPlayStyleInfo*, const al::LiveActor*)

void rs::recordGamePadPlayStyleInfo(GamePadPlayStyleInfo*, const al::LayoutActor*)

bool rs::tryUpdateGamePadPlayStyleInfo(GamePadPlayStyleInfo*, const al::LiveActor*)

bool rs::tryUpdateGamePadPlayStyleInfo(GamePadPlayStyleInfo*, const al::LayoutActor*)

bool rs::trySetPaneStageMessageIfExist(al::LayoutActor*, const char*, const char*, const char*)

bool rs::trySetPaneSystemMessageIfExist(al::LayoutActor*, const char*, const char*, const char*)

bool rs::trySetPaneStringCheckpos32Name(al::LayoutActor*, const char*, s32, const char*)

void rs::replaceRaceRecordMessageCsec(al::LayoutActor*, const char*, s32, const char16*, const char*)

const char16* rs::getCollectBgmMessage(const al::IUseMessageSystem*, const CollectBgm*)

bool rs::isOnSwitchLinkSave(const al::LiveActor* actor, const al::ActorInitInfo& actorInitInfo)

bool rs::isSaveSwitch(const al::ActorInitInfo& actorInitInfo)

void rs::registerLayoutTextureRenderObj(al::IUseSceneObjHolder* user, al::LayoutTextureRenderObj* renderObj)

bool rs::isInPuddleHeight(const al::WaterSurfaceFinder* surfaceFinder, const PlayerConst* playerConst)

bool rs::tryCalcTonguePullPose(sead::Quatf* pose, const al::LiveActor* actor, const YoshiTongue* yoshiTongue)

bool rs::findClingGroundPos(sead::Vector3f* pos, const al::LiveActor* actor, const sead::Vector3f&, f32)

Variable documentation