mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-22 19:25:16 +00:00
481 lines
28 KiB
C
481 lines
28 KiB
C
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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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#include <math/seadVector.h>
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struct SaveObjInfo;
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struct HackEndParam;
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struct IUsePlayerCollision;
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struct IUsePlayerHack;
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struct DigPoint;
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struct TouchTargetInfo;
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struct WhipTargetInfo;
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struct CapTargetInfo;
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struct GotogotonMark;
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struct FishingFish;
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typedef unsigned int uint;
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namespace al
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{
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struct ComboCounter;
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struct EventFlowExecutor;
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struct ParabolicPath;
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sead::Vector3f *getSensorPos(al::HitSensor const *);
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sead::Vector3f* getActorTrans(al::HitSensor const*);
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bool tryReceiveMsgPushAndAddVelocity(al::LiveActor*, al::SensorMsg const*, al::HitSensor const*,
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al::HitSensor const*, float);
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bool isSensorTypeYoshiEnableSendPush(al::HitSensor const*);
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bool isSensorTypeYoshiMsgReceivable(al::HitSensor const*);
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bool isSensorValid(al::HitSensor const*);
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bool isSensorName(al::HitSensor const*, char const*);
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bool isSensorHostName(al::HitSensor const*, char const*);
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bool isSensorHost(al::HitSensor const*, al::LiveActor const*);
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bool isSensorValid(al::LiveActor const*, char const*);
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bool isSensorBindableAll(al::HitSensor const*);
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bool isSensorEnemy(al::HitSensor const*);
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bool isSensorEnemyAttack(al::HitSensor const*);
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bool isSensorEnemyBody(al::HitSensor const*);
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bool isSensorEye(al::HitSensor const*);
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bool isSensorMapObj(al::HitSensor const*);
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bool isSensorNpc(al::HitSensor const*);
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bool isSensorPlayerAll(al::HitSensor const*);
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bool isSensorRide(al::HitSensor const*);
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bool isSensorPlayerAttack(al::HitSensor const*);
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bool isSensorPlayer(al::HitSensor const*);
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bool isSensorPlayerFoot(al::HitSensor const*);
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bool isSensorPlayerDecoration(al::HitSensor const*);
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bool isSensorPlayerEye(al::HitSensor const*);
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bool isSensorPlayerOrPlayerWeapon(al::HitSensor const*);
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bool isSensorCollision(al::HitSensor const*);
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bool isSensorPlayerFireBall(al::HitSensor const*);
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bool isSensorHoldObj(al::HitSensor const*);
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bool isSensorLookAt(al::HitSensor const*);
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bool isSensorBindableGoal(al::HitSensor const*);
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bool isSensorBindableAllPlayer(al::HitSensor const*);
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bool isSensorBindableBubbleOutScreen(al::HitSensor const*);
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bool isSensorBindableKoura(al::HitSensor const*);
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bool isSensorBindableRouteDokan(al::HitSensor const*);
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bool isSensorBindableBubblePadInput(al::HitSensor const*);
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bool isSensorBindable(al::HitSensor const*);
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bool isSensorSimple(al::HitSensor const*);
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bool isSensorHitAnyPlane(al::HitSensor const*,al::HitSensor const*, sead::Vector3<float> const&);
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bool isSensorHitRingShape(al::HitSensor const*, al::HitSensor const*, float);
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bool isMsgRequestPlayerStainWet(al::SensorMsg const *, int *);
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bool isMsgPushAll(al::SensorMsg const *);
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bool isMsgPush(al::SensorMsg const *);
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bool isMsgPushStrong(al::SensorMsg const *);
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bool isMsgPushVeryStrong(al::SensorMsg const *);
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bool isMsgHoldReleaseAll(al::SensorMsg const *);
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bool isMsgHoldCancel(al::SensorMsg const *);
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bool isMsgPlayerRelease(al::SensorMsg const *);
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bool isMsgPlayerReleaseBySwing(al::SensorMsg const *);
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bool isMsgPlayerReleaseDead(al::SensorMsg const *);
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bool isMsgPlayerReleaseDamage(al::SensorMsg const *);
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bool isMsgPlayerReleaseDemo(al::SensorMsg const *);
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bool isMsgItemGetDirectAll(al::SensorMsg const *);
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bool isMsgPlayerItemGet(al::SensorMsg const *);
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bool isMsgRideAllPlayerItemGet(al::SensorMsg const *);
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bool isMsgPlayerTailAttack(al::SensorMsg const *);
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bool isMsgItemGetByObjAll(al::SensorMsg const *);
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bool isMsgBallItemGet(al::SensorMsg const *);
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bool isMsgKickKouraItemGet(al::SensorMsg const *);
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bool isMsgKillerItemGet(al::SensorMsg const *);
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bool isMsgItemGetAll(al::SensorMsg const *);
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bool isMsgFloorTouch(al::SensorMsg const *);
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bool isMsgPlayerFloorTouch(al::SensorMsg const *);
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bool isMsgEnemyFloorTouch(al::SensorMsg const *);
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bool isMsgUpperPunch(al::SensorMsg const *);
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bool isMsgPlayerUpperPunch(al::SensorMsg const *);
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bool isMsgEnemyUpperPunch(al::SensorMsg const *);
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bool isMsgPlayerTrample(al::SensorMsg const *);
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bool isMsgPlayerTrampleReflect(al::SensorMsg const *);
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bool isMsgPlayerHipDropAll(al::SensorMsg const *);
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bool isMsgPlayerStatueDrop(al::SensorMsg const *);
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bool isMsgPlayerObjHipDropAll(al::SensorMsg const *);
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bool isMsgPlayerObjStatueDrop(al::SensorMsg const *);
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bool isMsgPlayerObjHipDropReflectAll(al::SensorMsg const *);
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bool isMsgPlayerObjStatueDropReflect(al::SensorMsg const *);
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bool isMsgPlayerObjHipDropHighJump(al::SensorMsg const *);
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bool isMsgPlayerHipDropKnockDown(al::SensorMsg const *);
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bool isMsgPlayerObjStatueDropReflectNoCondition(al::SensorMsg const *);
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bool isMsgPlayerStatueTouch(al::SensorMsg const *);
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bool isMsgPlayerObjUpperPunch(al::SensorMsg const *);
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bool isMsgPlayerRollingAttack(al::SensorMsg const *);
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bool isMsgPlayerRollingReflect(al::SensorMsg const *);
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bool isMsgPlayerObjRollingAttack(al::SensorMsg const *);
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bool isMsgPlayerObjRollingAttackFailure(al::SensorMsg const *);
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bool isMsgPlayerInvincibleAttack(al::SensorMsg const *);
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bool isMsgPlayerFireBallAttack(al::SensorMsg const *);
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bool isMsgPlayerRouteDokanFireBallAttack(al::SensorMsg const *);
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bool isMsgPlayerKick(al::SensorMsg const *);
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bool isMsgPlayerCatch(al::SensorMsg const *);
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bool isMsgPlayerSlidingAttack(al::SensorMsg const *);
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bool isMsgPlayerBoomerangAttack(al::SensorMsg const *);
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bool isMsgPlayerBoomerangAttackCollide(al::SensorMsg const *);
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bool isMsgPlayerBoomerangReflect(al::SensorMsg const *);
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bool isMsgPlayerBoomerangBreak(al::SensorMsg const *);
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bool isMsgPlayerBodyAttack(al::SensorMsg const *);
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bool isMsgPlayerBodyLanding(al::SensorMsg const *);
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bool isMsgPlayerBodyAttackReflect(al::SensorMsg const *);
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bool isMsgPlayerClimbAttack(al::SensorMsg const *);
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bool isMsgPlayerSpinAttack(al::SensorMsg const *);
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bool isMsgPlayerGiantAttack(al::SensorMsg const *);
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bool isMsgPlayerCooperationHipDrop(al::SensorMsg const *);
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bool isMsgPlayerClimbSlidingAttack(al::SensorMsg const *);
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bool isMsgPlayerClimbRollingAttack(al::SensorMsg const *);
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bool isMsgPlayerGiantHipDrop(al::SensorMsg const *);
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bool isMsgPlayerDisregard(al::SensorMsg const *);
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bool isMsgPlayerDash(al::SensorMsg const *);
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bool isMsgPlayerDamageTouch(al::SensorMsg const *);
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bool isMsgPlayerFloorTouchBind(al::SensorMsg const *);
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bool isMsgPlayerTouch(al::SensorMsg const *);
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bool isMsgPlayerInvincibleTouch(al::SensorMsg const *);
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bool isMsgPlayerGiantTouch(al::SensorMsg const *);
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bool isMsgPlayerObjTouch(al::SensorMsg const *);
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bool isMsgPlayerPutOnEquipment(al::SensorMsg const *);
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bool isMsgPlayerReleaseEquipment(al::SensorMsg const *);
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bool isMsgPlayerReleaseEquipmentGoal(al::SensorMsg const *);
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bool isMsgPlayerCarryFront(al::SensorMsg const *);
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bool isMsgPlayerCarryFrontWallKeep(al::SensorMsg const *);
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bool isMsgPlayerCarryUp(al::SensorMsg const *);
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bool isMsgPlayerCarryKeepDemo(al::SensorMsg const *);
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bool isMsgPlayerCarryWarp(al::SensorMsg const *);
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bool isMsgPlayerLeave(al::SensorMsg const *);
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bool isMsgPlayerToss(al::SensorMsg const *);
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bool isMsgEnemyAttack(al::SensorMsg const *);
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bool isMsgEnemyAttackFire(al::SensorMsg const *);
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bool isMsgEnemyAttackKnockDown(al::SensorMsg const *);
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bool isMsgEnemyAttackBoomerang(al::SensorMsg const *);
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bool isMsgEnemyAttackNeedle(al::SensorMsg const *);
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bool isMsgEnemyItemGet(al::SensorMsg const *);
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bool isMsgEnemyRouteDokanAttack(al::SensorMsg const *);
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bool isMsgEnemyRouteDokanFire(al::SensorMsg const *);
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bool isMsgExplosion(al::SensorMsg const *);
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bool isMsgExplosionCollide(al::SensorMsg const *);
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bool isMsgBindStart(al::SensorMsg const *);
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bool isMsgBindInit(al::SensorMsg const *);
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bool isMsgBindEnd(al::SensorMsg const *);
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bool isMsgBindCancel(al::SensorMsg const *);
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bool isMsgBindCancelByDemo(al::SensorMsg const *);
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bool isMsgBindDamage(al::SensorMsg const *);
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bool isMsgBindSteal(al::SensorMsg const *);
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bool isMsgBindGiant(al::SensorMsg const *);
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bool isMsgPressureDeath(al::SensorMsg const *);
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bool isMsgNpcTouch(al::SensorMsg const *);
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bool isMsgHit(al::SensorMsg const *);
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bool isMsgHitStrong(al::SensorMsg const *);
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bool isMsgHitVeryStrong(al::SensorMsg const *);
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bool isMsgKnockDown(al::SensorMsg const *);
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bool isMsgMapPush(al::SensorMsg const *);
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bool isMsgVanish(al::SensorMsg const *);
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bool isMsgChangeAlpha(al::SensorMsg const *);
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bool isMsgShowModel(al::SensorMsg const *);
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bool isMsgHideModel(al::SensorMsg const *);
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bool isMsgRestart(al::SensorMsg const *);
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bool isMsgEnemyTouch(al::SensorMsg const *);
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bool isMsgEnemyTrample(al::SensorMsg const *);
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bool isMsgMapObjTrample(al::SensorMsg const *);
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bool isMsgNeedleBallAttack(al::SensorMsg const *);
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bool isMsgPunpunFloorTouch(al::SensorMsg const *);
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bool isMsgInvalidateFootPrint(al::SensorMsg const *);
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bool isMsgKickKouraAttack(al::SensorMsg const *);
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bool isMsgKickKouraAttackCollide(al::SensorMsg const *);
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bool isMsgKickKouraReflect(al::SensorMsg const *);
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bool isMsgKickKouraCollideNoReflect(al::SensorMsg const *);
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bool isMsgKickKouraBreak(al::SensorMsg const *);
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bool isMsgKickKouraBlow(al::SensorMsg const *);
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bool isMsgKickStoneAttack(al::SensorMsg const *);
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bool isMsgKickStoneAttackCollide(al::SensorMsg const *);
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bool isMsgKickStoneAttackHold(al::SensorMsg const *);
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bool isMsgKickStoneAttackReflect(al::SensorMsg const *);
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bool isMsgKickStoneTrample(al::SensorMsg const *);
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bool isMsgKillerAttack(al::SensorMsg const *);
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bool isMsgLiftGeyser(al::SensorMsg const *);
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bool isMsgWarpStart(al::SensorMsg const *);
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bool isMsgWarpEnd(al::SensorMsg const *);
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bool isMsgHoleIn(al::SensorMsg const *);
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bool isMsgJumpInhibit(al::SensorMsg const *);
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bool isMsgGoalKill(al::SensorMsg const *);
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bool isMsgGoal(al::SensorMsg const *);
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bool isMsgBallAttack(al::SensorMsg const *);
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bool isMsgBallRouteDokanAttack(al::SensorMsg const *);
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bool isMsgBallAttackHold(al::SensorMsg const *);
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bool isMsgBallAttackDRCHold(al::SensorMsg const *);
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bool isMsgBallAttackCollide(al::SensorMsg const *);
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bool isMsgBallTrample(al::SensorMsg const *);
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bool isMsgBallTrampleCollide(al::SensorMsg const *);
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bool isMsgFireBallCollide(al::SensorMsg const *);
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bool isMsgFireBallFloorTouch(al::SensorMsg const *);
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bool isMsgDokanBazookaAttack(al::SensorMsg const *);
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bool isMsgSwitchOn(al::SensorMsg const *);
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bool isMsgSwitchOnInit(al::SensorMsg const *);
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bool isMsgSwitchOffInit(al::SensorMsg const *);
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bool isMsgSwitchKillOn(al::SensorMsg const *);
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bool isMsgSwitchKillOnInit(al::SensorMsg const *);
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bool isMsgSwitchKillOffInit(al::SensorMsg const *);
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bool isMsgAskSafetyPoint(al::SensorMsg const *);
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bool isMsgTouchAssist(al::SensorMsg const *);
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bool isMsgTouchAssistNoPat(al::SensorMsg const *);
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bool isMsgTouchAssistTrig(al::SensorMsg const *);
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bool isMsgTouchAssistTrigOff(al::SensorMsg const *);
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bool isMsgTouchAssistTrigNoPat(al::SensorMsg const *);
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bool isMsgTouchAssistBurn(al::SensorMsg const *);
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bool isMsgTouchAssistAll(al::SensorMsg const *);
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bool isMsgTouchCarryItem(al::SensorMsg const *);
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bool isMsgTouchReleaseItem(al::SensorMsg const *);
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bool isMsgTouchStroke(al::SensorMsg const *);
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bool isMsgIsNerveSupportFreeze(al::SensorMsg const *);
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bool isMsgOnSyncSupportFreeze(al::SensorMsg const *);
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bool isMsgOffSyncSupportFreeze(al::SensorMsg const *);
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bool isMsgScreenPointInvalidCollisionParts(al::SensorMsg const *);
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bool isMsgBlockUpperPunch(al::SensorMsg const *);
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bool isMsgBlockLowerPunch(al::SensorMsg const *);
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bool isMsgBlockItemGet(al::SensorMsg const *);
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bool isMsgPlayerKouraAttack(al::SensorMsg const *);
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bool isMsgLightFlash(al::SensorMsg const *);
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bool isMsgForceAbyss(al::SensorMsg const *);
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bool isMsgSwordAttackHigh(al::SensorMsg const *);
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bool isMsgSwordAttackHighLeft(al::SensorMsg const *);
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bool isMsgSwordAttackHighRight(al::SensorMsg const *);
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bool isMsgSwordAttackLow(al::SensorMsg const *);
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bool isMsgSwordAttackLowLeft(al::SensorMsg const *);
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bool isMsgSwordAttackLowRight(al::SensorMsg const *);
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bool isMsgSwordBeamAttack(al::SensorMsg const *);
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bool isMsgSwordBeamReflectAttack(al::SensorMsg const *);
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bool isMsgSwordAttackJumpUnder(al::SensorMsg const *);
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bool isMsgShieldGuard(al::SensorMsg const *);
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bool isMsgAskMultiPlayerEnemy(al::SensorMsg const *);
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bool isMsgItemGettable(al::SensorMsg const *);
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bool isMsgKikkiThrow(al::SensorMsg const *);
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bool isMsgIsKikkiThrowTarget(al::SensorMsg const *);
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bool isMsgPlayerCloudGet(al::SensorMsg const *);
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bool isMsgAutoJump(al::SensorMsg const *);
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bool isMsgPlayerTouchShadow(al::SensorMsg const *);
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bool isMsgPlayerPullOutShadow(al::SensorMsg const *);
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bool isMsgPlayerAttackShadow(al::SensorMsg const *);
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bool isMsgPlayerAttackShadowStrong(al::SensorMsg const *);
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bool isMsgPlayerAttackChangePos(al::SensorMsg const *);
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bool isMsgAtmosOnlineLight(al::SensorMsg const *);
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bool isMsgLightBurn(al::SensorMsg const *);
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bool isMsgMoonLightBurn(al::SensorMsg const *);
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bool isMsgString(al::SensorMsg const *);
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bool isMsgStringV4fPtr(al::SensorMsg const *);
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bool isMsgStringV4fSensorPtr(al::SensorMsg const *);
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bool isMsgStringVoidPtr(al::SensorMsg const *);
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bool isMsgPlayerTrampleForCrossoverSensor(al::SensorMsg const *, al::HitSensor const *, al::HitSensor const *);
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bool isMsgPlayerTrampleReflectForCrossoverSensor(al::SensorMsg const *, al::HitSensor const *, al::HitSensor const *);
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bool isMsgPlayerUpperPunchForCrossoverSensor(al::SensorMsg const *, al::HitSensor const *, al::HitSensor const *, float);
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bool isMsgKickStoneTrampleForCrossoverSensor(al::SensorMsg const *, al::HitSensor const *, al::HitSensor const *);
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bool sendMsgPlayerAttackTrample(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerTrampleReflect(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerReflectOrTrample(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerHipDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerObjHipDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerObjHipDropReflect(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerObjHipDropHighJump(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerHipDropKnockDown(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerStatueDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerObjStatueDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerObjStatueDropReflect(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerObjStatueDropReflectNoCondition(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerStatueTouch(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerUpperPunch(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerObjUpperPunch(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerRollingAttack(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerRollingReflect(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerObjRollingAttack(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerObjRollingAttackFailure(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerInvincibleAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerFireBallAttack(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerRouteDokanFireBallAttack(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerTailAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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bool sendMsgPlayerTouch(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerKick(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerCatch(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerSlidingAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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||
|
bool sendMsgPlayerBoomerangAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerBoomerangAttackCollide(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerBoomerangReflect(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerBoomerangBreak(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerBodyAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerBodyLanding(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerBodyAttackReflect(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerClimbAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerSpinAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerGiantAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerCooperationHipDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerClimbSlidingAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerClimbRollingAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerGiantHipDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPlayerDisregard(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerItemGet(al::HitSensor *, al::HitSensor *);
|
||
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bool sendMsgPlayerPutOnEquipment(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerReleaseEquipment(al::HitSensor *, al::HitSensor *);
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||
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bool sendMsgPlayerReleaseEquipmentGoal(al::HitSensor *, al::HitSensor *, uint);
|
||
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bool sendMsgPlayerFloorTouch(al::HitSensor *, al::HitSensor *);
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||
|
bool sendMsgPlayerDamageTouch(al::HitSensor *, al::HitSensor *);
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||
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bool sendMsgPlayerCarryFront(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerCarryFrontWallKeep(al::HitSensor *, al::HitSensor *);
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||
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bool sendMsgPlayerCarryUp(al::HitSensor *, al::HitSensor *);
|
||
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bool sendMsgPlayerCarryKeepDemo(al::HitSensor *, al::HitSensor *);
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||
|
bool sendMsgPlayerCarryWarp(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerLeave(al::HitSensor *, al::HitSensor *);
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bool sendMsgPlayerRelease(al::HitSensor *, al::HitSensor *);
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||
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bool sendMsgPlayerReleaseBySwing(al::HitSensor *, al::HitSensor *);
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||
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bool sendMsgPlayerReleaseDamage(al::HitSensor *, al::HitSensor *);
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||
|
bool sendMsgPlayerReleaseDead(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerReleaseDemo(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerToss(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerInvincibleTouch(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgEnemyAttack(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyAttackBoomerang(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyAttackFire(al::HitSensor *, al::HitSensor *, char const *);
|
||
|
bool sendMsgEnemyAttackNeedle(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyFloorTouch(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyItemGet(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyRouteDokanAttack(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyRouteDokanFire(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyTouch(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyUpperPunch(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyTrample(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgMapObjTrample(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPressureDeath(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgNpcTouch(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgExplosion(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgExplosionCollide(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgPush(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPushStrong(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPushVeryStrong(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgHit(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgHitStrong(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgHitVeryStrong(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKnockDown(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgMapPush(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgVanish(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgChangeAlpha(al::LiveActor *, float);
|
||
|
bool sendMsgShowModel(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgHideModel(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgRestart(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgNeedleBallAttack(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPunpunFloorTouch(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgInvalidateFootPrint(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickKouraAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgKickKouraAttackCollide(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgKickKouraGetItem(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickKouraReflect(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickKouraCollideNoReflect(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickKouraBreak(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickKouraBlow(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickStoneAttack(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickStoneAttackCollide(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickStoneAttackHold(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickStoneAttackReflect(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKickStoneTrample(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKillerAttack(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgLiftGeyser(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgWarpStart(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgWarpEnd(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgHoldCancel(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgHoleIn(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgJumpInhibit(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgGoalKill(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgGoal(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBindStart(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBindInit(al::HitSensor *, al::HitSensor *, uint);
|
||
|
bool sendMsgBindEnd(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBindCancel(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBindCancelByDemo(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBindDamage(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBindSteal(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBindGiant(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBallAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgBallRouteDokanAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgBallAttackHold(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBallAttackDRCHold(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBallAttackCollide(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBallTrample(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgBallTrampleCollide(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBallItemGet(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgFireBalCollide(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgFireBallFloorTouch(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgDokanBazookaAttack(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgRideAllPlayerItemGet(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgHideModel(al::LiveActor *);
|
||
|
bool sendMsgShowModel(al::LiveActor *);
|
||
|
bool sendMsgRestart(al::LiveActor *);
|
||
|
bool sendMsgCollisionImpulse(al::HitSensor *, al::HitSensor *, sead::Vector3f *, sead::Vector3f const &, float, sead::Vector3f const &, float);
|
||
|
bool sendMsgSwitchOn(al::LiveActor *);
|
||
|
bool sendMsgSwitchOnInit(al::LiveActor *);
|
||
|
bool sendMsgSwitchOffInit(al::LiveActor *);
|
||
|
bool sendMsgSwitchKillOn(al::LiveActor *);
|
||
|
bool sendMsgSwitchKillOnInit(al::LiveActor *);
|
||
|
bool sendMsgSwitchKillOffInit(al::LiveActor *);
|
||
|
bool sendMsgPlayerFloorTouchToColliderGround(al::LiveActor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerUpperPunchToColliderCeiling(al::LiveActor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyFloorTouchToColliderGround(al::LiveActor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyUpperPunchToColliderCeiling(al::LiveActor *, al::HitSensor *);
|
||
|
bool sendMsgAskSafetyPoint(al::HitSensor *, al::HitSensor *, sead::Vector3f **);
|
||
|
bool sendMsgAskSafetyPointToColliderGround(al::LiveActor *, al::HitSensor *, sead::Vector3f **);
|
||
|
bool sendMsgTouchAssist(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgTouchAssistTrig(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgTouchStroke(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgScreenPointInvalidCollisionParts(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgBlockUpperPunch(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgBlockLowerPunch(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgBlockItemGet(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKillerItemGet(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerKouraAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
|
||
|
bool sendMsgLightFlash(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgForceAbyss(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgIsNerveSupportFreeze(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgOnSyncSupportFreeze(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgOffSyncSupportFreeze(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgSwordAttackHighLeft(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgSwordAttackLowLeft(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgSwordAttackHighRight(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgSwordAttackLowRight(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgSwordAttackJumpUnder(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgSwordBeamAttack(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgSwordBeamReflectAttack(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgShieldGuard(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyAttackKnockDown(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgAskMultiPlayerEnemy(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgItemGettable(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgKikkiThrow(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgIsKikkiThrowTarget(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerCloudGet(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgAutoJump(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerTouchShadow(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerPullOutShadow(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerAttackShadow(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerAttackShadowStrong(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPlayerAttackChangePos(al::HitSensor *, al::HitSensor *, sead::Vector3f *);
|
||
|
bool sendMsgAtmosOnlineLight(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgLightBurn(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgMoonLightBurn(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgString(al::HitSensor *, al::HitSensor *, char const *);
|
||
|
bool sendMsgStringV4fPtr(al::HitSensor *, al::HitSensor *, char const *, sead::Vector4f *);
|
||
|
bool sendMsgStringV4fSensorPtr(al::HitSensor *, al::HitSensor *, char const *, sead::Vector4f *);
|
||
|
bool sendMsgStringVoidPtr(al::HitSensor *, al::HitSensor *, char const *, void *);
|
||
|
bool sendMsgEnemyAttackForCrossoverSensor(al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgEnemyAttackForCrossoverCylinderSensor(al::HitSensor *, al::HitSensor *, sead::Vector3f const &, sead::Vector3f const &, float);
|
||
|
bool sendMsgPushAndKillVelocityToTarget(al::LiveActor *, al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgPushAndKillVelocityToTargetH(al::LiveActor *, al::HitSensor *, al::HitSensor *);
|
||
|
bool sendMsgCollidePush(al::HitSensor *, al::HitSensor *, sead::Vector3f const &);
|
||
|
bool sendMsgScreenPointTarget(al::SensorMsg const &, al::ScreenPointer *, al::ScreenPointTarget *);
|
||
|
|
||
|
} // namespace al
|