2022-06-16 21:33:18 +00:00
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#pragma once
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#include "al/sensor/HitSensor.h"
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#include "al/sensor/HitSensorKeeper.h"
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#include "al/sensor/SensorHitGroup.h"
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#include "al/LiveActor/LiveActor.h" // for SensorMsg
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2022-07-08 05:36:29 +00:00
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#include "game/Interfaces/IUsePlayerHack.h"
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#include "game/Player/PlayerHackKeeper.h"
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2022-06-16 21:33:18 +00:00
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#include <sead/math/seadVector.h>
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namespace rs
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{
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void setAppearItemFactorAndOffsetByMsg(al::LiveActor const*, al::SensorMsg const*,
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al::HitSensor const*);
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bool isMsgBreakBySword(al::SensorMsg const*);
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bool isMsgStatueDrop(al::SensorMsg const*);
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bool isMsgHackerDamageAndCancel(al::SensorMsg const*);
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bool isMsgEnableMapCheckPointWarpCollidedGround(al::SensorMsg const*, al::LiveActor const*);
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bool isMsgEnableMapCheckPointWarpCollidedGround(al::SensorMsg const*, IUsePlayerCollision const*);
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bool isMsgAckCheckpoint(al::SensorMsg const*);
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bool isMsgAckGetShine(al::SensorMsg const*);
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bool isMsgAckLifeUp(al::SensorMsg const*);
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bool isMsgAckLifeMaxUp(al::SensorMsg const*);
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bool isMsgAskRailCollision(al::SensorMsg const*);
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bool isMsgAttachCactusNeedle(al::SensorMsg const*);
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bool isMsgAirExplosion(al::SensorMsg const*);
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bool isMsgBelowObjBroken(al::SensorMsg const*);
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bool isMsgBindCollidedGround(al::SensorMsg const*);
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bool isMsgBindKeepDemoStart(al::SensorMsg const*);
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bool isMsgBindKeepDemoExecute(al::SensorMsg const*);
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bool isMsgBindKeepDemoEnd(al::SensorMsg const*);
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bool isMsgBindRecoveryLife(al::SensorMsg const*);
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bool isMsgBirdFlyAway(al::SensorMsg const*);
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bool isMsgBlowObjAttack(al::SensorMsg const*);
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bool isMsgMayorItemCollide(al::SensorMsg const*);
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bool isMsgMayorItemReflect(al::SensorMsg const*);
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bool isMsgBlowObjAttackReflect(al::SensorMsg const*);
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bool isMsgBossKnuckleCounter(al::SensorMsg const*);
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bool isMsgBossKnuckleFallAttack(al::SensorMsg const*);
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bool isMsgBossKnuckleHackAttack(al::SensorMsg const*);
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bool isMsgBossKnuckleIceConflict(al::SensorMsg const*);
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bool isMsgBossKnuckleIceFallToMummy(al::SensorMsg const*);
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bool isMsgBossKnuckleKillerAttack(al::SensorMsg const*);
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bool isMsgBreakPartsBreak(al::SensorMsg const*);
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bool isMsgBreedaSlap(al::SensorMsg const*);
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bool isMsgBreedaPush(al::SensorMsg const*);
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bool isMsgBubbleAttack(al::SensorMsg const*);
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bool isMsgBubbleAttackToPecho(al::SensorMsg const*);
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bool isMsgBubbleLauncherStart(al::SensorMsg const*);
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bool isMsgBubbleReflectH(al::SensorMsg const*);
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bool isMsgBubbleReflectV(al::SensorMsg const*);
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bool isMsgBubbleWallTouch(al::SensorMsg const*);
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bool isMsgBubbleGroundTouchTrigger(al::SensorMsg const*);
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bool isMsgBullAttack(al::SensorMsg const*);
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bool isMsgBullHackAttack(al::SensorMsg const*);
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bool isMsgBullEnemyAttack(al::SensorMsg const*);
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bool isMsgByugoBlow(al::SensorMsg const*);
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bool isMsgCameraAngleElevationResetFast(al::SensorMsg const*);
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bool isMsgCancelHack(al::SensorMsg const*);
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bool isMsgCancelHackArea(al::SensorMsg const*);
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bool isMsgCancelHackByDokan(al::SensorMsg const*);
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bool isMsgCapAttack(al::SensorMsg const*);
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bool isMsgCapAttackCollide(al::SensorMsg const*);
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bool isMsgCapAttackRailMove(al::SensorMsg const*);
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bool isMsgCapAttackStayRolling(al::SensorMsg const*);
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bool isMsgCapAttackStayRollingCollide(al::SensorMsg const*);
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bool isMsgCapBeamerBeam(al::SensorMsg const*);
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bool isMsgCapCancelLockOn(al::SensorMsg const*);
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bool isMsgCapChangeGiant(al::SensorMsg const*);
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bool isMsgCapEnableLockOn(al::SensorMsg const*);
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bool isMsgCapStartLockOn(al::SensorMsg const*);
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bool isMsgCapKeepLockOn(al::SensorMsg const*);
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bool isMsgCapGiantAttack(al::SensorMsg const*);
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bool isMsgCapHipDrop(al::SensorMsg const*);
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bool isMsgCapObjHipDrop(al::SensorMsg const*);
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bool isMsgCapObjHipDropReflect(al::SensorMsg const*);
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bool isMsgCapIgnoreCancelLockOn(al::SensorMsg const*);
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bool isMsgCapIgnoreCancelMissReaction(al::SensorMsg const*);
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bool isMsgCapIgnoreCollisionCheck(al::SensorMsg const*);
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bool isMsgCapItemGet(al::SensorMsg const*);
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bool isMsgCapReflect(al::SensorMsg const*);
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bool isMsgCapReflectCollide(al::SensorMsg const*);
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bool isMsgCapRethrow(al::SensorMsg const*);
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bool isMsgCapTouchWall(al::SensorMsg const*);
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bool isMsgCapTrampolineAttack(al::SensorMsg const*);
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bool isMsgCatchBombThrough(al::SensorMsg const*);
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bool isMsgCheckCarObstacle(al::SensorMsg const*);
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bool isMsgCheckIsCardboardBox(al::SensorMsg const*);
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bool isMsgChorobonAttack(al::SensorMsg const*);
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bool isMsgClearFire(al::SensorMsg const*);
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bool isMsgCollectAnimalTouchCollide(al::SensorMsg const*);
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bool isMsgCollisionImpulse(al::SensorMsg const*);
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bool isMsgConductLightning(al::SensorMsg const*);
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bool isMsgConfirmFrailBox(al::SensorMsg const*);
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bool isMsgConfirmBrokenFrailBox(al::SensorMsg const*);
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bool isMsgDamageBallAttack(al::SensorMsg const*);
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bool isMsgDamageBallBodyAttack(al::SensorMsg const*);
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bool isMsgDigPointSmell(al::SensorMsg const*);
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bool isMsgDonsukeAttack(al::SensorMsg const*);
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bool isMsgDonsukeGroundAttack(al::SensorMsg const*);
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bool isMsgDonsukePush(al::SensorMsg const*);
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bool isMsgDragonAttack(al::SensorMsg const*);
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bool isMsgEatExplosion(al::SensorMsg const*);
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bool isMsgElectricWireNoLimitDistance(al::SensorMsg const*);
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bool isMsgEnableInSaucePan(al::SensorMsg const*);
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bool isMsgEnableMapCheckPointWarp(al::SensorMsg const*);
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bool isMsgEndInSaucePan(al::SensorMsg const*);
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bool isMsgEnemyAttack2D(al::SensorMsg const*);
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bool isMsgEnemyAttack3D(al::SensorMsg const*);
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bool isMsgEnemyAttackDash(al::SensorMsg const*);
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bool isMsgFireBrosFireBallCollide(al::SensorMsg const*);
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bool isMsgFireDamageAll(al::SensorMsg const*);
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bool isMsgHackAttackFire(al::SensorMsg const*);
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bool isMsgFireSwitchFire(al::SensorMsg const*);
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bool isMsgEnemyAttackFireCollision(al::SensorMsg const*);
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bool isMsgEnemyAttackTRex(al::SensorMsg const*);
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bool isMsgPoisonDamageAll(al::SensorMsg const*);
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bool isMsgEnemyAttackPoison(al::SensorMsg const*);
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bool isMsgHackAttackPoison(al::SensorMsg const*);
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bool isMsgPaintAttackPoison(al::SensorMsg const*);
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bool isMsgConfirmPaintObj(al::SensorMsg const*);
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bool isMsgConfirmPaintObjForSeed(al::SensorMsg const*);
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bool isMsgEnemyAttackStrong(al::SensorMsg const*);
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bool isMsgEnemyKick(al::SensorMsg const*);
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bool isMsgRabbitKick(al::SensorMsg const*);
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bool isMsgEnemyObjBreak(al::SensorMsg const*);
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bool isMsgFireBlowerAttack(al::SensorMsg const*);
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bool isMsgFishingAttack(al::SensorMsg const*);
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bool isMsgFishingCancel(al::SensorMsg const*);
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bool isMsgFishingFishApproach(al::SensorMsg const*);
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bool isMsgFishingFishFloatTouch(al::SensorMsg const*);
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bool isMsgFishingItemGet(al::SensorMsg const*);
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bool isMsgFishingLineTouch(al::SensorMsg const*);
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bool isMsgFishingStart(al::SensorMsg const*);
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bool isMsgFishingUpImmediately(al::SensorMsg const*);
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bool isMsgFishingUpImmediatelyPrepare(al::SensorMsg const*);
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bool isMsgFishingWait(al::SensorMsg const*);
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bool isMsgFrogHackTrample(al::SensorMsg const*);
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bool isMsgGamaneBullet(al::SensorMsg const*);
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bool isMsgGamaneBulletThrough(al::SensorMsg const*);
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bool isMsgGamaneBulletForCoinFlower(al::SensorMsg const*);
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bool isMsgGemyAim(al::SensorMsg const*);
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bool isMsgGhostCancel(al::SensorMsg const*);
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bool isMsgGhostPlay(al::SensorMsg const*);
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bool isMsgGhostRecordEnd(al::SensorMsg const*);
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bool isMsgGhostRecordStart(al::SensorMsg const*);
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bool isMsgGhostRecordStartOk(al::SensorMsg const*);
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bool isMsgGhostReverse(al::SensorMsg const*);
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bool isMsgGhostStop(al::SensorMsg const*);
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bool isMsgGiantWanderBossAttack(al::SensorMsg const*);
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bool isMsgGiantWanderBossBulletAttack(al::SensorMsg const*);
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bool isMsgGiantWanderBossBulletPush(al::SensorMsg const*);
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bool isMsgGoldHammerAttack(al::SensorMsg const*);
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bool isMsgGrowFlowerSeedDisablePush(al::SensorMsg const*);
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bool isMsgGrowFlowerSeedNear(al::SensorMsg const*);
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bool isMsgGrowPlantPush(al::SensorMsg const*);
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bool isMsgGrowerAttack(al::SensorMsg const*);
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bool isMsgGrowerWallAttack(al::SensorMsg const*);
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bool isMsgGunetterAttack(al::SensorMsg const*);
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bool isMsgGunetterBodyTouch(al::SensorMsg const*);
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bool isMsgGunetterPush(al::SensorMsg const*);
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bool isMsgHackAttack(al::SensorMsg const*);
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bool isMsgHackAttackKick(al::SensorMsg const*);
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bool isMsgHackAttackMapObj(al::SensorMsg const*);
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bool isMsgHackBrosContact(al::SensorMsg const*);
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bool isMsgHackDeathAreaSelfCheck(al::SensorMsg const*);
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bool isMsgHackDemoEnd(al::SensorMsg const*);
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bool isMsgHackDemoStart(al::SensorMsg const*);
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bool isMsgHackInvalidEscape(al::SensorMsg const*);
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bool isMsgHackInvalidEscapeNoReaction(al::SensorMsg const*);
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bool isMsgHackMarioCheckpointFlagWarp(al::SensorMsg const*);
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bool isMsgHackMarioDead(al::SensorMsg const*);
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bool isMsgHackMarioDemo(al::SensorMsg const*);
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bool isMsgHackMarioInWater(al::SensorMsg const*);
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bool isMsgHackMoveRockForestPush(al::SensorMsg const*);
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bool isMsgHackSelfCeilingCheckMiss(al::SensorMsg const*);
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bool isMsgHackSyncDamageVisibility(al::SensorMsg const*);
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bool isMsgHackUpperPunch(al::SensorMsg const*);
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bool isMsgHackObjUpperPunch(al::SensorMsg const*);
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bool isMsgHammerAttackDown(al::SensorMsg const*);
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bool isMsgHammerAttackSide(al::SensorMsg const*);
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bool isMsgHammerAttackSideCollide(al::SensorMsg const*);
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bool isMsgHammerBrosHammerEnemyAttack(al::SensorMsg const*);
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bool isMsgHammerBrosHammerHackAttack(al::SensorMsg const*);
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bool isMsgHammerBrosHammerSearch(al::SensorMsg const*);
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bool isMsgHipDropTransformReverse(al::SensorMsg const*);
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bool isMsgHipDropTransformTransform(al::SensorMsg const*);
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bool isMsgHipDropTransformingUp(al::SensorMsg const*);
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bool isMsgHipDropTransformingDown(al::SensorMsg const*);
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bool isMsgHipDropTransformingFinish(al::SensorMsg const*);
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bool isMsgHitGrowFlowerPot(al::SensorMsg const*);
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bool isMsgHitGrowPlantPot(al::SensorMsg const*);
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bool isMsgHosuiAttack(al::SensorMsg const*);
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bool isMsgHosuiAttackCollide(al::SensorMsg const*);
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bool isMsgHosuiAttackNoEffect(al::SensorMsg const*);
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bool isMsgHosuiAttackStrong(al::SensorMsg const*);
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bool isMsgHosuiTouch(al::SensorMsg const*);
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bool isMsgHosuiTrample(al::SensorMsg const*);
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bool isMsgHosuiTrampleReflect(al::SensorMsg const*);
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bool isMsgHosuiTrampleReflectHigh(al::SensorMsg const*);
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bool isMsgIgnoreTouchTarget(al::SensorMsg const*);
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bool isMsgIgnorePushMotorcycle(al::SensorMsg const*);
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bool isMsgIcicleAttack(al::SensorMsg const*);
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bool isMsgIgnoreMirrorWarp(al::SensorMsg const*);
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bool isMsgIgnoredByRunawayNpc(al::SensorMsg const*);
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bool isMsgImplantGrowFlowerSeed(al::SensorMsg const*);
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bool isMsgInitTouchTargetInfo(al::SensorMsg const*);
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bool isMsgItemAmiiboKoopa(al::SensorMsg const*);
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bool isMsgIsExistPukupuku(al::SensorMsg const*);
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bool isMsgJangoAttack(al::SensorMsg const*);
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bool isMsgJangoRemoveCap(al::SensorMsg const*);
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bool isMsgKakkuKick(al::SensorMsg const*);
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bool isMsgKoopaBindStart(al::SensorMsg const*);
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bool isMsgKoopaCapPlayerFocusTarget(al::SensorMsg const*);
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bool isMsgKoopaCapPunchFinishL(al::SensorMsg const*);
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bool isMsgKoopaCapPunchFinishR(al::SensorMsg const*);
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bool isMsgKoopaCapPunchInvincibleL(al::SensorMsg const*);
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bool isMsgKoopaCapPunchInvincibleR(al::SensorMsg const*);
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bool isMsgKoopaCapPunchKnockBackL(al::SensorMsg const*);
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bool isMsgKoopaCapPunchKnockBackR(al::SensorMsg const*);
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bool isMsgKoopaCapPunchL(al::SensorMsg const*);
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bool isMsgKoopaCapPunchR(al::SensorMsg const*);
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bool isMsgKoopaCapSpinAttack(al::SensorMsg const*);
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bool isMsgKoopaCatchKoopaCap(al::SensorMsg const*);
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bool isMsgKoopaDashPunchAttack(al::SensorMsg const*);
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bool isMsgKoopaFire2D(al::SensorMsg const*);
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bool isMsgKoopaFireBallAttack(al::SensorMsg const*);
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bool isMsgKoopaHackDamage(al::SensorMsg const*);
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bool isMsgKoopaHackPunch(al::SensorMsg const*);
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bool isMsgKoopaHackPunchCollide(al::SensorMsg const*);
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bool isMsgKoopaHackTrample(al::SensorMsg const*);
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bool isMsgKoopaInvalidHackPunchFaceToCollision(al::SensorMsg const*);
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bool isMsgKoopaRingBeamInvalidTouch(al::SensorMsg const*);
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bool isMsgKoopaTailAttack(al::SensorMsg const*);
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bool isMsgKoopaTouchFloor(al::SensorMsg const*);
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bool isMsgKouraAttack2D(al::SensorMsg const*);
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bool isMsgKouraItemGet2D(al::SensorMsg const*);
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bool isMsgKuribo2DTouch(al::SensorMsg const*);
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bool isMsgKuriboCollisionDamage(al::SensorMsg const*);
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bool isMsgKuriboCollisionKill(al::SensorMsg const*);
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bool isMsgKuriboFlick(al::SensorMsg const*);
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bool isMsgKuriboGirlAttack(al::SensorMsg const*);
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bool isMsgKuriboGirlLove(al::SensorMsg const*);
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bool isMsgKuriboTop(al::SensorMsg const*);
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bool isMsgKuriboTowerNum(al::SensorMsg const*);
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bool isMsgLaunchBlow(al::SensorMsg const*);
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bool isMsgLineDancerLink(al::SensorMsg const*);
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bool isMsgLongPushSensorHit(al::SensorMsg const*);
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bool isMsgLongPushBoxHit(al::SensorMsg const*);
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bool isMsgMagnetBulletAttack(al::SensorMsg const*);
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bool isMsgMeganeAttack(al::SensorMsg const*);
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bool isMsgMeganeHackTrample(al::SensorMsg const*);
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bool isMsgMofumofuBodyChainExplode(al::SensorMsg const*);
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bool isMsgMofumofuBulletUnexplosion(al::SensorMsg const*);
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bool isMsgMoonBasementAttackMeteor(al::SensorMsg const*);
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bool isMsgMoonBasementBreakShockwaveMeteor(al::SensorMsg const*);
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bool isMsgMoonBasementRockSyncClippingRegist(al::SensorMsg const*);
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bool isMsgMoonBasementRockSyncClippingInvalidate(al::SensorMsg const*);
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bool isMsgMoonBasementRockSyncClippingValidate(al::SensorMsg const*);
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bool isMsgMoonBasementRockThroughCollision(al::SensorMsg const*);
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bool isMsgMorningStarWarpEnd(al::SensorMsg const*);
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bool isMsgMorningStarWarpStart(al::SensorMsg const*);
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bool isMsgMotorcycleAttack(al::SensorMsg const*);
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bool isMsgMotorcycleCollideParkingLot(al::SensorMsg const*);
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bool isMsgMotorcycleDashAttack(al::SensorMsg const*);
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bool isMsgMotorcycleDashCollide(al::SensorMsg const*);
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bool isMsgCactusNeedleAttack(al::SensorMsg const*);
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bool isMsgCactusNeedleAttackStrong(al::SensorMsg const*);
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bool isMsgNoLimitTouchJump(al::SensorMsg const*);
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bool isMsgNoticePlayerDamage(al::SensorMsg const*);
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bool isMsgNpcScareByEnemy(al::SensorMsg const*);
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bool isMsgVolleyballNpcScareByEnemy(al::SensorMsg const*);
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bool isMsgObjSnapForce(al::SensorMsg const*);
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bool isMsgPackunEatCancel(al::SensorMsg const*);
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bool isMsgPackunEatEnd(al::SensorMsg const*);
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bool isMsgPackunEatStart(al::SensorMsg const*);
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bool isMsgPackunEatStartFollow(al::SensorMsg const*);
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bool isMsgPaint(al::SensorMsg const*);
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bool isMsgPaintTexture(al::SensorMsg const*);
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bool isMsgCheckPaintClear(al::SensorMsg const*);
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bool isMsgCheckPaintAlpha(al::SensorMsg const*);
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bool isMsgPartyPopperSoundAttack(al::SensorMsg const*);
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bool isMsgPechoSpot(al::SensorMsg const*);
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bool isMsgPlayerBallToss(al::SensorMsg const*);
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bool isMsgPlayerCarryCameraSubjectiveStart(al::SensorMsg const*);
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bool isMsgPlayerCarryCameraSubjectiveEnd(al::SensorMsg const*);
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bool isMsgPlayerCarryShineGetStart(al::SensorMsg const*);
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bool isMsgPlayerCarryShineGetEnd(al::SensorMsg const*);
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bool isMsgPlayerCapCatch(al::SensorMsg const*);
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bool isMsgPlayerCapHipDrop(al::SensorMsg const*);
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bool isMsgPlayerCapPush(al::SensorMsg const*);
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bool isMsgPlayerCapRecovery(al::SensorMsg const*);
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bool isMsgPlayerCapTouchJump(al::SensorMsg const*);
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bool isMsgPlayerCapTrample(al::SensorMsg const*);
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bool isMsgPlayerCoinDashGet(al::SensorMsg const*);
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bool isMsgPlayerEyePriorityTarget(al::SensorMsg const*);
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bool isMsgPlayerDisregardHomingAttack(al::SensorMsg const*);
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bool isMsgPlayerDisregardTargetMarker(al::SensorMsg const*);
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bool isMsgPlayerEquipKoopaCap(al::SensorMsg const*);
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bool isMsgPlayerFireBallAttack2D(al::SensorMsg const*);
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bool isMsgPlayerFireBallAttack3D(al::SensorMsg const*);
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bool isMsgPlayerHipDropDemoTrigger(al::SensorMsg const*);
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bool isMsgPlayerHipDropHipDropSwitch(al::SensorMsg const*);
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bool isMsgPlayerItemGet2D(al::SensorMsg const*);
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bool isMsgPlayerJumpTakeOffFloor(al::SensorMsg const*);
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bool isMsgPlayerObjectWallHit(al::SensorMsg const*);
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bool isMsgPlayerObjLeapFrog(al::SensorMsg const*);
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bool isMsgPlayerPenguinAttack(al::SensorMsg const*);
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bool isMsgPlayerPenguinAttackReflect(al::SensorMsg const*);
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bool isMsgPlayerPoleClimbKeep(al::SensorMsg const*);
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bool isMsgPlayerPoleClimbReaction(al::SensorMsg const*);
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bool isMsgPlayerRabbitGet(al::SensorMsg const*);
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bool isMsgPlayerRollingObjHit(al::SensorMsg const*);
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bool isMsgPlayerRollingWallHitDown(al::SensorMsg const*);
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bool isMsgPlayerRollingWallHitMove(al::SensorMsg const*);
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bool isMsgPlayerStartGrabCeil(al::SensorMsg const*);
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bool isMsgPlayerStartWallJump(al::SensorMsg const*);
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bool isMsgPlayerEndGrabCeil(al::SensorMsg const*);
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bool isMsgPlayerSwordAttack(al::SensorMsg const*);
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bool isMsgPlayerTouchFloorJumpCode(al::SensorMsg const*);
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bool isMsgPlayerTrample2D(al::SensorMsg const*);
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bool isMsgPlayerUpperPunch2D(al::SensorMsg const*);
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bool isMsgPlayerObjUpperPunch2D(al::SensorMsg const*);
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bool isMsgPropellerAttack(al::SensorMsg const*);
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bool isMsgPukupukuDash(al::SensorMsg const*);
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bool isMsgPukupukuKiss(al::SensorMsg const*);
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bool isMsgPukupukuRollingAttack(al::SensorMsg const*);
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bool isMsgPunchMachinePunchHook(al::SensorMsg const*);
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bool isMsgPunchMachinePunchStraight(al::SensorMsg const*);
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bool isMsgPunchMachinePunchUpper(al::SensorMsg const*);
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bool isMsgPush2D(al::SensorMsg const*);
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bool isMsgPushToFish(al::SensorMsg const*);
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bool isMsgPushToMotorcycle(al::SensorMsg const*);
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bool isMsgPushToPlayer(al::SensorMsg const*);
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bool isMsgRadishAttack(al::SensorMsg const*);
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bool isMsgRadishReflect(al::SensorMsg const*);
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bool isMsgRaceStart(al::SensorMsg const*);
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bool isMsgRaceStop(al::SensorMsg const*);
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bool isMsgRaceWait(al::SensorMsg const*);
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bool isMsgRequestChangeFireFlower(al::SensorMsg const*);
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bool isMsgRequestChangeKinokoSuper(al::SensorMsg const*);
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bool isMsgRequestPlayerJumpBreakFloor(al::SensorMsg const*);
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bool isMsgRequestPlayerJump(al::SensorMsg const*);
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bool isMsgRequestPlayerTrampleJump(al::SensorMsg const*);
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bool isMsgRequestPlayerSpinJump(al::SensorMsg const*);
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|
bool isMsgRequestSphinxJump(al::SensorMsg const*);
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bool isMsgRideOnEnd(al::SensorMsg const*);
|
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bool isMsgRideOnRelease(al::SensorMsg const*);
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|
bool isMsgRideOnStart(al::SensorMsg const*);
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|
bool isMsgRocketFlowerExtension(al::SensorMsg const*);
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|
bool isMsgSandSharkAttack(al::SensorMsg const*);
|
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|
bool isMsgSeedAttack(al::SensorMsg const*);
|
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|
bool isMsgSeedAttackBig(al::SensorMsg const*);
|
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|
bool isMsgSeedAttackHold(al::SensorMsg const*);
|
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|
bool isMsgSeedItemGet(al::SensorMsg const*);
|
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|
bool isMsgSeedReflect(al::SensorMsg const*);
|
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|
bool isMsgSeedTouch(al::SensorMsg const*);
|
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|
bool isMsgSenobiCancelStretch(al::SensorMsg const*);
|
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|
bool isMsgSenobiPunchBlockTransparent(al::SensorMsg const*);
|
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|
|
bool isMsgSenobiPartsMove(al::SensorMsg const*);
|
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|
|
bool isMsgSenobiTrample(al::SensorMsg const*);
|
|
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|
bool isMsgShibakenApproach(al::SensorMsg const*);
|
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|
bool isMsgShibakenKick(al::SensorMsg const*);
|
|
|
|
bool isMsgSkaterAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgSpherePush(al::SensorMsg const*);
|
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|
|
bool isMsgSphinxJumpAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgSphinxQuizRouteKill(al::SensorMsg const*);
|
|
|
|
bool isMsgSphinxRideAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgSphinxRideAttackReflect(al::SensorMsg const*);
|
|
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|
bool isMsgSphinxRideAttackTouchThrough(al::SensorMsg const*);
|
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|
|
bool isMsgSphinxRideAttackTouch(al::SensorMsg const*);
|
|
|
|
bool isMsgStampTo2D(al::SensorMsg const*);
|
|
|
|
bool isMsgStartHack(al::SensorMsg const*);
|
|
|
|
bool isMsgStartInSaucePan(al::SensorMsg const*);
|
|
|
|
bool isMsgStatueDrop(al::SensorMsg const*);
|
|
|
|
bool isMsgStatueTrampleReflect(al::SensorMsg const*);
|
|
|
|
bool isMsgStatuePush(al::SensorMsg const*);
|
|
|
|
bool isMsgStatueSnap(al::SensorMsg const*);
|
|
|
|
bool isMsgSunshineAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgTankBullet(al::SensorMsg const*);
|
|
|
|
bool isMsgTankBulletNoReaction(al::SensorMsg const*);
|
|
|
|
bool isMsgTankExplosion(al::SensorMsg const*);
|
|
|
|
bool isMsgTankHackTrample(al::SensorMsg const*);
|
|
|
|
bool isMsgTankKickHack(al::SensorMsg const*);
|
|
|
|
bool isMsgTankKickEnemy(al::SensorMsg const*);
|
|
|
|
bool isMsgTankLookOn(al::SensorMsg const*);
|
|
|
|
bool isMsgTestPunch(al::SensorMsg const*);
|
|
|
|
bool isMsgTestPunchStrong(al::SensorMsg const*);
|
|
|
|
bool isMsgTimerAthleticDemoStart(al::SensorMsg const*);
|
|
|
|
bool isMsgTouchDoorDrumn(al::SensorMsg const*);
|
|
|
|
bool isMsgTouchFireDrum2D(al::SensorMsg const*);
|
|
|
|
bool isMsgTrashBoxIn(al::SensorMsg const*);
|
|
|
|
bool isMsgTRexAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgTRexAttackCollideAll(al::SensorMsg const*);
|
|
|
|
bool isMsgTRexAttackCollideBody(al::SensorMsg const*);
|
|
|
|
bool isMsgTRexAttackCollideHead(al::SensorMsg const*);
|
|
|
|
bool isMsgTRexDashAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgTRexScrollPartsBreakWith(al::SensorMsg const*);
|
|
|
|
bool isMsgTsukkunForceCancelCollide(al::SensorMsg const*);
|
|
|
|
bool isMsgTsukkunHoldCollide(al::SensorMsg const*);
|
|
|
|
bool isMsgTsukkunThroughCollide(al::SensorMsg const*);
|
|
|
|
bool isMsgTsukkunThrustAll(al::SensorMsg const*);
|
|
|
|
bool isMsgTsukkunThrust(al::SensorMsg const*, bool*);
|
|
|
|
bool isMsgTsukkunThrustCollide(al::SensorMsg const*, bool*);
|
|
|
|
bool isMsgTsukkunNoTrace(al::SensorMsg const*);
|
|
|
|
bool isMsgTsukkunThrustHole(al::SensorMsg const*);
|
|
|
|
bool isMsgUtsuboAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgWanderBossCameraRange(al::SensorMsg const*);
|
|
|
|
bool isMsgWanwanEnemyAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgWanwanBlockAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgWanwanHoleIn(al::SensorMsg const*);
|
|
|
|
bool isMsgWaterRoadIn(al::SensorMsg const*);
|
|
|
|
bool isMsgWaterRoadNear(al::SensorMsg const*);
|
|
|
|
bool isMsgWanwanPush(al::SensorMsg const*);
|
|
|
|
bool isMsgWanwanReboundAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgWeaponItemGet(al::SensorMsg const*);
|
|
|
|
bool isMsgWhipAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgWhipBind(al::SensorMsg const*);
|
|
|
|
bool isMsgWhipHold(al::SensorMsg const*);
|
|
|
|
bool isMsgWhipThrow(al::SensorMsg const*);
|
|
|
|
bool isMsgYokinBallAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgYoshiDirectEat(al::SensorMsg const*);
|
|
|
|
bool isMsgYoshiTongueAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgYoshiTongueEatBind(al::SensorMsg const*);
|
|
|
|
bool isMsgYoshiTongueEatBindCancel(al::SensorMsg const*);
|
|
|
|
bool isMsgYoshiTongueEatBindFinish(al::SensorMsg const*);
|
|
|
|
bool isMsgYoshiTongueEatHomingTarget(al::SensorMsg const*);
|
|
|
|
bool isMsgYukimaruPush(al::SensorMsg const*);
|
|
|
|
bool isMsgKillerAttackNoExplode(al::SensorMsg const*);
|
|
|
|
bool isMsgKillerMagnumAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgKillerMagnumHackAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgGabuzouAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgStackerRollingAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgStackerCapBoostAttack(al::SensorMsg const*);
|
|
|
|
bool isMsgIgnoreIgnitionBomb(al::SensorMsg const*);
|
|
|
|
bool isMsgExplosionReflectBomb(al::SensorMsg const*);
|
|
|
|
bool isMsgGolemStampPress(al::SensorMsg const*);
|
|
|
|
bool isMsgTsukkunThrustSpin(al::SensorMsg const*, bool*);
|
|
|
|
bool isMsgTsukkunThrustReflect(al::SensorMsg const*, bool*);
|
|
|
|
bool isMsgTsukkunThrustHitReflectCollide(al::SensorMsg const*, bool*);
|
|
|
|
bool isMsgTsukkunThrustReflectCollide(al::SensorMsg const*, bool*);
|
|
|
|
// bool isMsgSwitchOnWithSaveRequest(al::SensorMsg const*, SaveObjInfo**);
|
|
|
|
bool isMsgNpcCapReactionAll(al::SensorMsg const*);
|
|
|
|
bool isMsgHackNpcCapReactionAll(al::SensorMsg const*);
|
|
|
|
bool isMsgPlayerAndCapObjHipDropReflectAll(al::SensorMsg const*);
|
|
|
|
bool isMsgKoopaCapPunchAll(al::SensorMsg const*);
|
|
|
|
bool isMsgKoopaCapPunchInvincibleAll(al::SensorMsg const*);
|
|
|
|
bool isMsgKoopaCapPunchFinishAll(al::SensorMsg const*);
|
|
|
|
bool isMsgItemGet(al::SensorMsg const*);
|
|
|
|
bool isMsgItemGetByWeapon(al::SensorMsg const*);
|
|
|
|
bool isMsgItemGet2D(al::SensorMsg const*);
|
|
|
|
bool isMsgBlockUpperPunch2D(al::SensorMsg const*);
|
|
|
|
bool isMsgItemGetAll(al::SensorMsg const*);
|
|
|
|
bool isMsgShineGet(al::SensorMsg const*);
|
|
|
|
bool isMsgShineGet2D(al::SensorMsg const*);
|
|
|
|
bool isMsgShineReaction(al::SensorMsg const*);
|
|
|
|
bool isMsgKillByShineGet(al::SensorMsg const*);
|
|
|
|
bool isMsgKillByHomeDemo(al::SensorMsg const*);
|
|
|
|
bool isMsgEndHomeDemo(al::SensorMsg const*);
|
|
|
|
bool isMsgBreakBySword(al::SensorMsg const*);
|
|
|
|
bool isMsgPressDown(al::SensorMsg const*);
|
|
|
|
bool isMsgPlayerAndCapObjHipDropAll(al::SensorMsg const*);
|
|
|
|
bool isMsgAttackDirect(al::SensorMsg const*);
|
|
|
|
bool isMsgBlowDown(al::SensorMsg const*);
|
|
|
|
bool isMsgTrampleReflectAll(al::SensorMsg const*);
|
|
|
|
bool isMsgThrowObjHit(al::SensorMsg const*);
|
|
|
|
bool isMsgThrowObjHitReflect(al::SensorMsg const*);
|
|
|
|
bool isMsgPlayerAndCapHipDropAll(al::SensorMsg const*);
|
|
|
|
bool isMsgUpperPunchAll(al::SensorMsg const*);
|
|
|
|
bool isMsgBlockReaction2D(al::SensorMsg const*);
|
|
|
|
bool isMsgBlockReaction3D(al::SensorMsg const*);
|
|
|
|
bool isMsgBlockReactionAll(al::SensorMsg const*);
|
|
|
|
bool isMsgBreakFrailBox(al::SensorMsg const*);
|
|
|
|
bool isMsgDamageFrailBox(al::SensorMsg const*);
|
|
|
|
bool isMsgChorobonReaction(al::SensorMsg const*);
|
|
|
|
bool isMsgBreakSignBoard(al::SensorMsg const*);
|
|
|
|
bool isMsgBreakCollapseSandHill(al::SensorMsg const*);
|
|
|
|
bool isMsgPlayerDamage(al::SensorMsg const*);
|
|
|
|
bool isMsgPlayerDamage2D(al::SensorMsg const*);
|
|
|
|
bool isMsgPlayerDamageBlowDown(al::SensorMsg const*);
|
|
|
|
bool isMsgPlayerJumpRequestAll(al::SensorMsg const*);
|
|
|
|
bool isMsgDashPanel(al::SensorMsg const*, int*);
|
|
|
|
bool isMsgNetworkShootingShot(al::SensorMsg const*, int);
|
|
|
|
bool isMsgNetworkShootingChargeShot(al::SensorMsg const*, int);
|
|
|
|
bool isMsgRaceReturnToCourse(al::SensorMsg const*, sead::Vector3f*, sead::Vector3f*);
|
|
|
|
bool isMsgTrampolineCrackJump(float*, float*, al::SensorMsg const*);
|
|
|
|
bool isMsgGotogotonOn(al::SensorMsg const*);
|
|
|
|
bool isMsgGotogotonGoalExist(al::SensorMsg const*);
|
|
|
|
bool isMsgBossMagmaCatchPlayer(al::SensorMsg const*);
|
|
|
|
bool isMsgBossMagmaReleasePlayer(al::SensorMsg const*);
|
|
|
|
bool isMsgBossMagmaDeadDemoStart(al::SensorMsg const*);
|
|
|
|
bool isMsgBossMagmaDeadDemoEnd(al::SensorMsg const*);
|
|
|
|
bool isMsgBossMagmaQueryToBubble(al::SensorMsg const*);
|
|
|
|
bool isMsgMofumofuReflectAll(al::SensorMsg const*);
|
|
|
|
bool isMsgCheckFishingTarget(al::SensorMsg const*);
|
|
|
|
bool isMsgPlayerLookAtPosition(al::SensorMsg const*);
|
|
|
|
bool isMsgTargetMarkerPosition(al::SensorMsg const*);
|
|
|
|
bool isMsgSandGeyserRaise(al::SensorMsg const*);
|
|
|
|
bool isMsgInitCapTarget(al::SensorMsg const*);
|
|
|
|
bool isMsgTransferHack(al::SensorMsg const*);
|
|
|
|
bool isMsgRequestTransferHack(al::SensorMsg const*);
|
|
|
|
bool isMsgInitHack(al::SensorMsg const*);
|
|
|
|
bool isMsgEndHack(HackEndParam const**, al::SensorMsg const*);
|
|
|
|
bool isMsgHackDirectStageInit(IUsePlayerHack**, al::SensorMsg const*);
|
|
|
|
bool isMsgKillByBossBattleDemo(al::SensorMsg const*);
|
|
|
|
bool isMsgKillByHackFirstDemo(al::SensorMsg const*);
|
|
|
|
bool isMsgKillByMoonRockDemo(al::SensorMsg const*);
|
|
|
|
bool isMsgKillBySwitchTimer(al::SensorMsg const*);
|
|
|
|
|
|
|
|
bool setMsgYoshiTongueEatBindRadiusAndOffset(al::SensorMsg const*, float, float);
|
|
|
|
bool setMsgYoshiTongueEatBindScale(al::SensorMsg const*, float);
|
|
|
|
bool setMsgPlayerLookAtPosition(al::SensorMsg const*, sead::Vector3f const&);
|
|
|
|
bool setMsgTargetMarkerPosition(al::SensorMsg const*, sead::Vector3f const&);
|
|
|
|
|
|
|
|
bool requestHitReactionToAttacker(al::SensorMsg const*, al::HitSensor const*, al::HitSensor const*);
|
|
|
|
|
|
|
|
bool sendMsgHackerNoReaction(IUsePlayerHack const*, al::HitSensor*, al::HitSensor*);
|
|
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bool sendMsgHackerNoReactionWithoutShine(IUsePlayerHack const*, al::HitSensor*, al::HitSensor*);
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bool sendMsgBreakFloorToPlayer(al::LiveActor const*);
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bool sendMsgAckCheckpoint(al::HitSensor*, al::HitSensor*);
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bool sendMsgAckGetShine(al::HitSensor*, al::HitSensor*);
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bool sendMsgAckLifeUp(al::HitSensor*, al::HitSensor*);
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bool sendMsgAckLifeMaxUp(al::HitSensor*, al::HitSensor*);
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bool sendMsgAskRailCollision(al::HitSensor*, al::HitSensor*);
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bool sendMsgBreakPartsBreak(al::HitSensor*, al::HitSensor*);
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bool sendMsgBirdFlyAway(al::HitSensor*, al::HitSensor*);
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bool sendMsgCameraAngleElevationResetFast(al::HitSensor*, al::HitSensor*);
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bool sendMsgChorobonAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgConductLightning(al::HitSensor*, al::HitSensor*);
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bool sendMsgDamageBallAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgDamageBallBodyAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgDonsukeAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgDonsukeGroundAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgDonsukePush(al::HitSensor*, al::HitSensor*);
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bool sendMsgDragonAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgEatExplosion(al::HitSensor*, al::HitSensor*);
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bool sendMsgElectricWireNoLimitDistance(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnemyAttack2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnemyAttack3D(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnemyAttackDash(al::HitSensor*, al::HitSensor*);
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bool sendMsgHackAttackFire(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnemyAttackFireCollision(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnemyAttackPoison(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnemyAttackTRex(al::HitSensor*, al::HitSensor*);
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bool sendMsgHackAttackPoison(al::HitSensor*, al::HitSensor*);
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bool sendMsgConfirmPaintObj(al::HitSensor*, al::HitSensor*);
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bool sendMsgConfirmPaintObjForSeed(al::HitSensor*, al::HitSensor*);
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bool sendMsgPaintAttackPoison(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnemyKick(al::HitSensor*, al::HitSensor*);
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bool sendMsgRabbitKick(al::HitSensor*, al::HitSensor*);
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bool sendMsgFishingAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgFishingCancel(al::HitSensor*, al::HitSensor*);
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bool sendMsgFishingFishApproach(al::HitSensor*, al::HitSensor*);
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bool sendMsgFishingFishFloatTouch(al::HitSensor*, al::HitSensor*);
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bool sendMsgFishingItemGet(al::HitSensor*, al::HitSensor*);
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bool sendMsgFishingLineTouch(al::HitSensor*, al::HitSensor*);
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bool sendMsgFishingStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgFishingUpImmediatelyPrepare(al::HitSensor*, al::HitSensor*);
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bool sendMsgFireBrosFireBallCollide(al::HitSensor*, al::HitSensor*);
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bool sendMsgFireSwitchFire(al::HitSensor*, al::HitSensor*);
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bool sendMsgFrogHackTrample(al::HitSensor*, al::HitSensor*);
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bool sendMsgGhostRecordStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgGhostRecordEnd(al::HitSensor*, al::HitSensor*);
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bool sendMsgGhostPlay(al::HitSensor*, al::HitSensor*);
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bool sendMsgGhostStop(al::HitSensor*, al::HitSensor*);
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bool sendMsgGiantWanderBossAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgGiantWanderBossBulletAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgGiantWanderBossBulletPush(al::HitSensor*, al::HitSensor*);
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bool sendMsgGhostReverse(al::HitSensor*, al::HitSensor*);
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bool sendMsgGhostCancel(al::HitSensor*, al::HitSensor*);
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bool sendMsgGrowFlowerSeedDisablePush(al::HitSensor*, al::HitSensor*);
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bool sendMsgGrowFlowerSeedNear(al::HitSensor*, al::HitSensor*);
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bool sendMsgGrowPlantPush(al::HitSensor*, al::HitSensor*);
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bool sendMsgGrowerAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgGrowerWallAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgGunetterAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgGunetterBodyTouch(al::HitSensor*, al::HitSensor*);
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bool sendMsgHammerAttackDown(al::HitSensor*, al::HitSensor*);
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bool sendMsgHammerAttackSide(al::HitSensor*, al::HitSensor*);
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bool sendMsgHammerAttackSideCollide(al::HitSensor*, al::HitSensor*);
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bool sendMsgItemAmiiboKoopa(al::HitSensor*, al::HitSensor*);
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bool sendMsgIsExistPukupuku(al::HitSensor*, al::HitSensor*);
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bool sendMsgJangoAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgJangoRemoveCap(al::HitSensor*, al::HitSensor*);
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bool sendMsgKakkuKick(al::HitSensor*, al::HitSensor*);
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bool sendMsgKillByBossBattleDemo(al::HitSensor*, al::HitSensor*);
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bool sendMsgKillByHackFirstDemo(al::HitSensor*, al::HitSensor*);
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bool sendMsgKillByHomeDemo(al::HitSensor*, al::HitSensor*);
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bool sendMsgEndHomeDemo(al::HitSensor*, al::HitSensor*);
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bool sendMsgKillByMoonRockDemo(al::HitSensor*, al::HitSensor*);
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bool sendMsgKillByShineGet(al::HitSensor*, al::HitSensor*);
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bool sendMsgKillBySwitchTimer(al::LiveActor*);
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bool sendMsgKoopaBindStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPlayerFocusTarget(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPunchFinishL(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPunchFinishR(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPunchInvincibleL(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPunchInvincibleR(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPunchKnockBackL(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPunchKnockBackR(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPunchL(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapPunchR(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaCapSpinAttack(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaCatchKoopaCap(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaDashPunchAttack(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaFire2D(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaFireBallAttack(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaHackDamage(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaHackPunch(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaHackPunchCollide(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaHackTrample(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgKoopaInvalidHackPunchFaceToCollision(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgKoopaRingBeamInvalidTouch(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaTailAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgKoopaTouchFloor(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgKouraAttack2D(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgKouraItemGet2D(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgLaunchBlow(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgMeganeAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgMeganeHackTrample(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgMofumofuBulletUnexplosion(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgMoonBasementAttackMeteor(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgMoonBasementBreakShockwaveMeteor(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgMoonBasementRockSyncClippingRegist(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgMoonBasementRockSyncClippingInvalidate(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgMoonBasementRockSyncClippingValidate(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgAttachCactusNeedle(al::HitSensor*, al::HitSensor*);
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|
|
|
// bool sendMsgCactusNeedleAttack(al::HitSensor*, al::HitSensor*, al::ComboCounter*);
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|
// bool sendMsgCactusNeedleAttackStrong(al::HitSensor*, al::HitSensor*, al::ComboCounter*);
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|
|
bool sendMsgPlayerBallToss(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgPlayerCarryCameraSubjectiveStart(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerCarryCameraSubjectiveEnd(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgPlayerCarryShineGetStart(al::HitSensor*, al::HitSensor*);
|
|
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|
bool sendMsgPlayerCarryShineGetEnd(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgPlayerCapCatch(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerCapHipDrop(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgPlayerCapPush(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerCapRecovery(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerCapTouchJump(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerCapTrample(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgPlayerCoinDashGet(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerEyePriorityTarget(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerDisregardHomingAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerDisregardTargetMarker(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerEquipKoopaCap(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgPlayerFireBallAttack2D(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerFireBallAttack3D(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerHipDropDemoTrigger(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgPlayerHipDropHipDropSwitch(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgPlayerItemGet2D(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgPlayerJumpTakeOffFloor(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerObjectWallHit(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerObjLeapFrog(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgPlayerPenguinAttack(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgPlayerPenguinAttackReflect(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerPoleClimbKeep(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerPoleClimbReaction(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerRabbitGet(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerRollingObjHit(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerRollingWallHitDown(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerRollingWallHitMove(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerStartGrabCeil(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerStartWallJump(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerEndGrabCeil(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPlayerSwordAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgPlayerTouchFloorJumpCode(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgPlayerTrample2D(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgPlayerUpperPunch2D(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgPlayerObjUpperPunch2D(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPukupukuDash(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPukupukuKiss(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPukupukuRollingAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPush2D(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPushToFish(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPushToMotorcycle(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgPushToPlayer(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgRadishAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgRadishReflect(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgRequestChangeKinokoSuper(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgRequestChangeFireFlower(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgRequestPlayerSandMoon(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgRequestPlayerSnow(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgRequestPlayerWet(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgStartHack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgSunshineAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCancelHack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCancelHackArea(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCancelHackByDokan(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgPackunEatStart(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackAttackKick(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackAttackMapObj(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackDeathAreaSelfCheck(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackDemoEnd(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackDemoStart(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackInvalidEscape(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackInvalidEscapeNoReaction(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackMarioCheckpointFlagWarp(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackMarioDead(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackMarioDemo(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackMarioInWater(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackMoveRockForestPush(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackSelfCeilingCheckMiss(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHackSyncDamageVisibility(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgWeaponItemGet(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapAttackCollide(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapAttackStayRolling(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapAttackStayRollingCollide(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapAttackRailMove(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapGiantAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapReflect(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapReflectCollide(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapStartLockOn(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapKeepLockOn(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapCancelLockOn(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapHipDrop(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapObjHipDrop(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapObjHipDropReflect(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapIgnoreCancelLockOn(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapIgnoreCancelMissReaction(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapIgnoreCollisionCheck(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapItemGet(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCapTrampolineAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCatchBombThrough(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCheckCarObstacle(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgCheckIsCardboardBox(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgBullHackAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgBullEnemyAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgEnemyAttackStrong(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgEnemyObjBreak(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgWhipAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgNoLimitTouchJump(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgNoticePlayerDamage(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgStatueDrop(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgStatueTrampleReflect(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgStatuePush(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgStatueSnap(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHitGrowFlowerPot(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHitGrowPlantPot(al::HitSensor*, al::HitSensor*);
|
|
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bool sendMsgImplantGrowFlowerSeed(al::HitSensor*, al::HitSensor*);
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bool sendMsgIcicleAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgIgnoreMirrorWarp(al::HitSensor*, al::HitSensor*);
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bool sendMsgIgnoredByRunawayNpc(al::HitSensor*, al::HitSensor*);
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bool sendMsgIgnorePushMotorcycle(al::HitSensor*, al::HitSensor*);
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bool sendMsgSandSharkAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgSeedAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgSeedAttackBig(al::HitSensor*, al::HitSensor*);
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bool sendMsgSeedAttackHold(al::HitSensor*, al::HitSensor*);
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bool sendMsgSeedItemGet(al::HitSensor*, al::HitSensor*);
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bool sendMsgSeedReflect(al::HitSensor*, al::HitSensor*);
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bool sendMsgSenobiTrample(al::HitSensor*, al::HitSensor*);
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bool sendMsgSenobiCancelStretch(al::HitSensor*, al::HitSensor*);
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bool sendMsgSenobiPunchBlockTransparent(al::HitSensor*, al::HitSensor*);
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bool sendMsgShibakenApproach(al::HitSensor*, al::HitSensor*);
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bool sendMsgShibakenKick(al::HitSensor*, al::HitSensor*);
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bool sendMsgHackUpperPunch(al::HitSensor*, al::HitSensor*);
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bool sendMsgHackObjUpperPunch(al::HitSensor*, al::HitSensor*);
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bool sendMsgShineGet(al::HitSensor*, al::HitSensor*);
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bool sendMsgShineGet2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgSpherePush(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, float);
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bool sendMsgSphinxJumpAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgSphinxQuizRouteKill(al::HitSensor*, al::HitSensor*);
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bool sendMsgSphinxRideAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgSphinxRideAttackReflect(al::HitSensor*, al::HitSensor*);
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bool sendMsgPechoSpot(al::HitSensor*, al::HitSensor*);
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bool sendMsgBelowObjBroken(al::HitSensor*, al::HitSensor*);
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bool sendMsgBindCollidedGround(al::HitSensor*, al::HitSensor*);
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bool sendMsgBindKeepDemoStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgBindKeepDemoExecute(al::HitSensor*, al::HitSensor*);
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bool sendMsgBindKeepDemoEnd(al::HitSensor*, al::HitSensor*);
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bool sendMsgBindRecoveryLife(al::HitSensor*, al::HitSensor*);
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bool sendMsgMayorItemReflect(al::HitSensor*, al::HitSensor*);
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bool sendMsgMayorItemCollide(al::HitSensor*, al::HitSensor*);
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bool sendMsgBlowObjAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgBlowObjAttackReflect(al::HitSensor*, al::HitSensor*);
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bool sendMsgConfirmFrailBox(al::HitSensor*, al::HitSensor*);
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bool sendMsgConfirmBrokenFrailBox(al::HitSensor*, al::HitSensor*);
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bool sendMsgTankLookOn(al::HitSensor*, al::HitSensor*);
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bool sendMsgTankKickHack(al::HitSensor*, al::HitSensor*);
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bool sendMsgTankKickEnemy(al::HitSensor*, al::HitSensor*);
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bool sendMsgTankBullet(al::HitSensor*, al::HitSensor*);
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bool sendMsgTankBulletNoReaction(al::HitSensor*, al::HitSensor*);
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bool sendMsgTimerAthleticDemoStart(al::LiveActor*);
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bool sendMsgRideOnStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgRideOnEnd(al::HitSensor*, al::HitSensor*);
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bool sendMsgRideOnRelease(al::HitSensor*, al::HitSensor*);
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bool sendMsgHipDropTransformTransform(al::HitSensor*, al::HitSensor*);
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bool sendMsgHipDropTransformReverse(al::HitSensor*, al::HitSensor*);
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bool sendMsgHipDropTransformingUp(al::HitSensor*, al::HitSensor*);
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bool sendMsgHipDropTransformingDown(al::HitSensor*, al::HitSensor*);
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bool sendMsgHipDropTransformingFinish(al::HitSensor*, al::HitSensor*);
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bool sendMsgClearFire(al::HitSensor*, al::HitSensor*);
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bool sendMsgCollectAnimalTouchCollide(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossKnuckleCounter(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossKnuckleFallAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossKnuckleHackAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossKnuckleKillerAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossKnuckleIceConflict(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossKnuckleIceFallToMummy(al::HitSensor*, al::HitSensor*);
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bool sendMsgSkaterAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnableInSaucePan(al::HitSensor*, al::HitSensor*);
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bool sendMsgEnableMapCheckPointWarp(al::HitSensor*, al::HitSensor*);
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bool sendMsgStartInSaucePan(al::HitSensor*, al::HitSensor*, bool);
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bool sendMsgEndInSaucePan(al::HitSensor*, al::HitSensor*);
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bool sendMsgLineDancerLink(al::HitSensor*, al::HitSensor*);
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bool sendMsgLongPushSensorHit(al::HitSensor*, al::HitSensor*);
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bool sendMsgLongPushBoxHit(al::HitSensor*, al::HitSensor*);
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bool sendMsgGoldHammerAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgTrashBoxIn(al::HitSensor*, al::HitSensor*);
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bool sendMsgTouchDoorDrumn(al::HitSensor*, al::HitSensor*);
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bool sendMsgKuribo2DTouch(al::HitSensor*, al::HitSensor*);
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bool sendMsgKuriboCollisionDamage(al::HitSensor*, al::HitSensor*);
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bool sendMsgKuriboCollisionKill(al::HitSensor*, al::HitSensor*);
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bool sendMsgKuriboFlick(al::HitSensor*, al::HitSensor*);
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bool sendMsgKuriboTowerOn(al::HitSensor*, al::HitSensor*, uint);
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bool sendMsgPartyPopperSoundAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgYokinBallAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgYoshiDirectEat(al::HitSensor*, al::HitSensor*);
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bool sendMsgYoshiTongueAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgYoshiTongueEatBind(al::HitSensor*, al::HitSensor*, float*, float*, float*);
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bool sendMsgYoshiTongueEatBindCancel(al::HitSensor*, al::HitSensor*);
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bool sendMsgYoshiTongueEatBindFinish(al::HitSensor*, al::HitSensor*);
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bool sendMsgYoshiTongueEatHomingTarget(al::HitSensor*, al::HitSensor*);
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bool sendMsgYukimaruPush(al::HitSensor*, al::HitSensor*);
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bool sendMsgPunchMachinePunchStraight(al::HitSensor*, al::HitSensor*);
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bool sendMsgPunchMachinePunchHook(al::HitSensor*, al::HitSensor*);
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bool sendMsgPunchMachinePunchUpper(al::HitSensor*, al::HitSensor*);
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bool sendMsgMorningStarWarpStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgMorningStarWarpEnd(al::HitSensor*, al::HitSensor*);
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bool sendMsgGemyAim(al::HitSensor*, al::HitSensor*);
|
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bool sendMsgHammerBrosHammerEnemyAttack(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgHammerBrosHammerHackAttack(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgHammerBrosHammerSearch(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgHackBrosContact(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgMotorcycleAttack(al::HitSensor*, al::HitSensor*);
|
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bool sendMsgMotorcycleCollideParkingLot(al::HitSensor*, al::HitSensor*);
|
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bool sendMsgMotorcycleDashAttack(al::HitSensor*, al::HitSensor*);
|
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|
bool sendMsgMotorcycleDashCollide(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgWanwanEnemyAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgWanwanPush(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgWanwanReboundAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgWanwanBlockAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgWanwanHoleIn(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgWaterRoadIn(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgWaterRoadNear(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgBreedaSlap(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgBreedaPush(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgGamaneBullet(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgGamaneBulletThrough(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgGamaneBulletForCoinFlower(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgVolleyballNpcScareByEnemy(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgRocketFlowerExtension(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgWanderBossCameraRange(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgKuriboGirlAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgKuriboGirlLove(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgKuriboTop(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgTRexAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgTRexAttackCollideBody(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgTRexAttackCollideHead(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgTRexDashAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgTRexScrollPartsBreakWith(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgTsukkunNoTrace(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgTouchFireDrum2D(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgPropellerAttack(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgTankExplosion(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgTankHackTrample(al::HitSensor*, al::HitSensor*);
|
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|
|
bool sendMsgUtsuboAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgKillerAttackNoExplode(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgKillerMagnumAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgKillerMagnumHackAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgGabuzouAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgStackerRollingAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgStackerCapBoostAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgIgnoreIgnitionBomb(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgExplosionReflectBomb(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgGolemStampPress(al::HitSensor*, al::HitSensor*);
|
|
|
|
// bool sendMsgSwitchOnWithSaveRequest(al::LiveActor*, SaveObjInfo*);
|
|
|
|
bool sendMsgWanwanReboundAttackToCollided(al::LiveActor const*, al::HitSensor*);
|
|
|
|
bool sendMsgWanwanBlockAttackToCollided(al::LiveActor const*, al::HitSensor*);
|
2022-07-08 05:36:29 +00:00
|
|
|
bool sendMsgDigPointSmell(al::HitSensor*, al::HitSensor*, struct DigPoint*);
|
2022-06-16 21:33:18 +00:00
|
|
|
bool sendMsgMofumofuBodyChainExplode(al::HitSensor*, al::HitSensor*, int);
|
|
|
|
bool sendMsgMoonBasementRockThroughCollision(al::HitSensor*, al::HitSensor*, bool);
|
|
|
|
bool sendMsgFishingWait(al::HitSensor*, al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgFishingUpImmediately(al::HitSensor*, al::HitSensor*, sead::Matrix34<float> const&,
|
|
|
|
sead::Vector3<float> const&, char const*);
|
|
|
|
bool sendMsgGunetterPush(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, float);
|
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|
|
bool sendMsgTestPunch(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, int);
|
|
|
|
bool sendMsgTestPunchStrong(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, int);
|
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|
|
bool sendMsgPunchGuard(al::HitSensor*, al::HitSensor*, int, int);
|
|
|
|
bool sendMsgTsukkunThrust(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, bool);
|
|
|
|
bool sendMsgTsukkunThrustSpin(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
|
|
|
|
bool);
|
|
|
|
bool sendMsgTsukkunThrustReflect(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
|
|
|
|
bool);
|
|
|
|
bool sendMsgTsukkunThrustCollide(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
|
|
|
|
bool);
|
|
|
|
bool sendMsgTsukkunThrustHitReflectCollide(al::HitSensor*, al::HitSensor*,
|
|
|
|
sead::Vector3<float> const&, int, bool);
|
|
|
|
bool sendMsgTsukkunThrustReflectCollide(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
|
|
int, bool);
|
|
|
|
bool sendMsgTsukkunThrustHole(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
|
|
sead::Vector3<float> const&);
|
|
|
|
bool sendMsgTsukkunThroughCollide(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgTsukkunHoldCollide(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgTsukkunForceCancelCollide(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgNetworkShootingShot(al::HitSensor*, al::HitSensor*, int);
|
|
|
|
bool sendMsgNetworkShootingChargeShot(al::HitSensor*, al::HitSensor*, int);
|
|
|
|
bool sendMsgRequestPlayerJumpBreakFloor(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgRequestPlayerJump(al::HitSensor*, al::HitSensor*, float);
|
|
|
|
bool sendMsgRequestPlayerTrampleJump(al::HitSensor*, al::HitSensor*, float);
|
|
|
|
bool sendMsgRequestPlayerSpinJump(al::HitSensor*, al::HitSensor*, float);
|
|
|
|
bool sendMsgRequestSphinxJump(al::HitSensor*, al::HitSensor*, float);
|
|
|
|
bool sendMsgIgnoreTouchTarget(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgIgnoreTouchTarget(al::ScreenPointer*, al::ScreenPointTarget*);
|
|
|
|
// bool sendMsgInitTouchTargetInfo(al::HitSensor*, al::HitSensor*, TouchTargetInfo*,
|
|
|
|
// sead::Vector3<float> const*);
|
|
|
|
// bool sendMsgInitTouchTargetInfo(al::ScreenPointer*, al::ScreenPointTarget*, TouchTargetInfo*,
|
|
|
|
// sead::Vector3<float> const*);
|
|
|
|
bool sendMsgCollisionImpulse(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*,
|
|
|
|
sead::Vector3<float> const&, float, sead::Vector3<float> const&,
|
|
|
|
float);
|
|
|
|
// bool sendMsgWhipHold(al::HitSensor*, al::HitSensor*, WhipTargetInfo*);
|
|
|
|
// bool sendMsgWhipBind(al::HitSensor*, al::HitSensor*, WhipTargetInfo*);
|
|
|
|
bool sendMsgWhipThrow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
|
|
|
|
bool sendMsgMagnet(al::HitSensor*, al::HitSensor*, bool);
|
|
|
|
bool sendMsgMagnetBulletAttack(al::HitSensor*, al::HitSensor*, float);
|
|
|
|
bool sendMsgDashPanel(al::HitSensor*, al::HitSensor*, int);
|
|
|
|
bool sendMsgTrampolineCrackJump(al::HitSensor*, al::HitSensor*, float, float);
|
|
|
|
bool sendMsgCapTouchWall(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
|
|
sead::Vector3<float> const&);
|
|
|
|
bool sendMsgCapRethrow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
|
|
sead::Vector3<float> const&, sead::Vector3<float> const&);
|
|
|
|
bool sendMsgCapRethrowReturnOnly(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
|
|
sead::Vector3<float> const&, sead::Vector3<float> const&);
|
|
|
|
bool sendMsgCapChangeGiant(al::HitSensor*, al::HitSensor*, float, int);
|
|
|
|
bool sendMsgPackunEatCancel(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
|
|
sead::Vector3<float> const&);
|
|
|
|
bool sendMsgPackunEatEnd(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
|
|
sead::Vector3<float> const&);
|
|
|
|
bool sendMsgPackunEatStartFollow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const*);
|
|
|
|
bool sendMsgFireBlowerAttack(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
|
|
sead::Vector3<float> const&, float);
|
|
|
|
// bool sendMsgPaint(al::HitSensor *,al::HitSensor *,sead::Color4u8 const&,int,int);
|
|
|
|
bool sendMsgPaintTexture(al::HitSensor*, al::HitSensor*, int, float, int);
|
|
|
|
// bool sendMsgCheckPaintClear(al::HitSensor *,al::HitSensor *,sead::Color4u8
|
|
|
|
// const&,sead::Vector3<float> const&,int);
|
|
|
|
bool sendMsgCheckPaintAlpha(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
|
|
|
|
bool sendMsgByugoBlow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
|
|
|
|
bool sendMsgHackDirectStageInit(al::HitSensor*, al::HitSensor*, IUsePlayerHack*);
|
|
|
|
bool sendMsgObjSnapForce(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
|
|
|
|
bool sendMsgCapBeamerBeam(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHosuiAttack(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHosuiAttackCollide(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHosuiAttackNoEffect(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHosuiAttackStrong(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHosuiTouch(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHosuiTrample(al::HitSensor*, al::HitSensor*);
|
|
|
|
bool sendMsgHosuiTrampleReflect(al::HitSensor*, al::HitSensor*);
|
|
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bool sendMsgHosuiTrampleReflectHigh(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleAttackToPecho(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleReflectH(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleReflectV(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleWallTouch(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleGroundTouchTrigger(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleLauncherStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgSenobiPartsMove(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, float);
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bool sendMsgStampTo2D(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgAirExplosion(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgPushVelocity(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgGhostRecordStartOk(al::HitSensor*, al::HitSensor*, char const*);
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bool sendMsgSandGeyserRaise(al::HitSensor*, al::HitSensor*, float, float);
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bool sendMsgRaceWait(al::LiveActor*);
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bool sendMsgRaceStart(al::LiveActor*);
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bool sendMsgRaceStop(al::LiveActor*);
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bool sendMsgRaceReturnToCourse(al::LiveActor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&);
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bool sendMsgPlayerLookAtPosition(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*);
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bool sendMsgTargetMarkerPosition(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*);
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bool sendMsgHackBlowJump(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, float);
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bool sendMsgGolemStampPushV(al::HitSensor*, al::HitSensor*, float);
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bool sendMsgGolemStampPushH(al::HitSensor*, al::HitSensor*, float);
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bool sendMsgRequestPlayerWaitAnimDigPoint(al::HitSensor*, al::HitSensor*);
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// bool sendMsgEventFlowScareCheck(al::HitSensor*, al::HitSensor*, al::EventFlowExecutor*);
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bool sendMsgPlayerItemGetAll(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerItemGetAll2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgTRexAttackAll(al::HitSensor*, al::HitSensor*);
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bool sendMsgSeedTouch(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&);
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bool sendMsgSphinxRideAttackTouchThrough(al::HitSensor*, al::HitSensor*,
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sead::Vector3<float> const&, sead::Vector3<float> const&);
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bool sendMsgSphinxRideAttackTouch(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&);
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bool sendMsgBlockUpperPunch2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgGotogotonOn(al::HitSensor*, al::HitSensor*);
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// bool sendMsgGotogotonGetJumpPath(al::HitSensor*, al::HitSensor*, al::ParabolicPath*);
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bool sendMsgGotogotonGoalExist(al::HitSensor*, al::HitSensor*);
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// bool sendMsgGotogotonGoalMatch(al::HitSensor*, al::HitSensor*, GotogotonMark const*);
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bool sendMsgBossMagmaBreathForce(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgBossMagmaCatchPlayer(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossMagmaReleasePlayer(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossMagmaDeadDemoStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgBossMagmaDeadDemoEnd(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgBossMagmaResetPos(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgBossMagmaQueryToBubble(al::HitSensor*, al::HitSensor*);
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2022-07-08 05:36:29 +00:00
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bool sendMsgCheckFishingTarget(al::HitSensor*, al::HitSensor*, struct FishingFish const*);
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2022-06-16 21:33:18 +00:00
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bool sendMsgPushToPlayerAndKillVelocityToTarget(al::LiveActor*, al::HitSensor*, al::HitSensor*);
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bool sendMsgPushToPlayerAndKillVelocityToTargetH(al::LiveActor*, al::HitSensor*, al::HitSensor*);
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bool sendMsgInitCapTarget(al::HitSensor*, al::HitSensor*, CapTargetInfo const**);
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bool sendMsgTransferHack(al::HitSensor*, al::HitSensor*);
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bool sendMsgRequestTransferHack(al::HitSensor*, al::HitSensor*);
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bool sendMsgInitHack(al::HitSensor*, al::HitSensor*);
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bool sendMsgEndHack(al::HitSensor*, al::HitSensor*, HackEndParam const*);
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bool sendMsgNpcScareByEnemy(al::HitSensor*, al::HitSensor*, int);
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} // namespace rs
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