added new headers, puppet actor archive, basic player interaction impl

This commit is contained in:
CraftyBoss 2022-07-07 22:36:29 -07:00
parent 2e2909e908
commit 1df21b2a3e
11 changed files with 565 additions and 12 deletions

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@ -33,6 +33,9 @@ class PuppetActor : public al::LiveActor {
virtual void movement(void) override;
virtual void makeActorAlive(void) override;
virtual void makeActorDead(void) override;
virtual void attackSensor(al::HitSensor *, al::HitSensor *) override;
virtual bool receiveMsg(const al::SensorMsg *, al::HitSensor *, al::HitSensor *) override;
void initOnline(PuppetInfo *pupInfo);

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@ -61,8 +61,10 @@ namespace al
virtual void draw() const;
virtual void startClipped();
virtual void endClipped();
virtual void attackSensor(HitSensor *, HitSensor *);
virtual bool receiveMsg(const SensorMsg *, HitSensor *, HitSensor *);
// source = sensor belonging to this actor
// target = sensor belonging to other actor
virtual void attackSensor(HitSensor *source, HitSensor *target);
virtual bool receiveMsg(const SensorMsg *msg, HitSensor *source, HitSensor *target);
virtual bool receiveMsgScreenPoint(const SensorMsg *, ScreenPointer *, ScreenPointTarget *);
virtual const char *getName() const { return this->mActorName; };

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@ -1,7 +1,6 @@
#pragma once
#include "types.h"
#include "al/LiveActor/LiveActor.h"
#include "al/sensor/SensorHitGroup.h"
#include "sead/math/seadVector.h"
#include "sead/math/seadMatrix.h"
@ -9,6 +8,9 @@
namespace al
{
class LiveActor;
class HitSensorKeeper
{
public:

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@ -29,7 +29,7 @@ namespace al {
void startAction(LiveActor*, char const*);
void startAction(IUseLayoutAction*, const char *, const char *);
void startFreezeActionEnd(IUseLayoutAction *,char const*,char const*);
void startHitReaction(LiveActor*, char const*);
void startHitReaction(const LiveActor *, char const*);
void invalidateClipping(const LiveActor *);
void validateClipping(const LiveActor *);
void setNerveAtActionEnd(LiveActor*, const al::Nerve*);

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@ -0,0 +1,480 @@
#pragma once
#include "al/sensor/HitSensor.h"
#include "al/sensor/HitSensorKeeper.h"
#include "al/sensor/SensorHitGroup.h"
#include "al/LiveActor/LiveActor.h" // for SensorMsg
#include <math/seadVector.h>
struct SaveObjInfo;
struct HackEndParam;
struct IUsePlayerCollision;
struct IUsePlayerHack;
struct DigPoint;
struct TouchTargetInfo;
struct WhipTargetInfo;
struct CapTargetInfo;
struct GotogotonMark;
struct FishingFish;
typedef unsigned int uint;
namespace al
{
struct ComboCounter;
struct EventFlowExecutor;
struct ParabolicPath;
sead::Vector3f *getSensorPos(al::HitSensor const *);
sead::Vector3f* getActorTrans(al::HitSensor const*);
bool tryReceiveMsgPushAndAddVelocity(al::LiveActor*, al::SensorMsg const*, al::HitSensor const*,
al::HitSensor const*, float);
bool isSensorTypeYoshiEnableSendPush(al::HitSensor const*);
bool isSensorTypeYoshiMsgReceivable(al::HitSensor const*);
bool isSensorValid(al::HitSensor const*);
bool isSensorName(al::HitSensor const*, char const*);
bool isSensorHostName(al::HitSensor const*, char const*);
bool isSensorHost(al::HitSensor const*, al::LiveActor const*);
bool isSensorValid(al::LiveActor const*, char const*);
bool isSensorBindableAll(al::HitSensor const*);
bool isSensorEnemy(al::HitSensor const*);
bool isSensorEnemyAttack(al::HitSensor const*);
bool isSensorEnemyBody(al::HitSensor const*);
bool isSensorEye(al::HitSensor const*);
bool isSensorMapObj(al::HitSensor const*);
bool isSensorNpc(al::HitSensor const*);
bool isSensorPlayerAll(al::HitSensor const*);
bool isSensorRide(al::HitSensor const*);
bool isSensorPlayerAttack(al::HitSensor const*);
bool isSensorPlayer(al::HitSensor const*);
bool isSensorPlayerFoot(al::HitSensor const*);
bool isSensorPlayerDecoration(al::HitSensor const*);
bool isSensorPlayerEye(al::HitSensor const*);
bool isSensorPlayerOrPlayerWeapon(al::HitSensor const*);
bool isSensorCollision(al::HitSensor const*);
bool isSensorPlayerFireBall(al::HitSensor const*);
bool isSensorHoldObj(al::HitSensor const*);
bool isSensorLookAt(al::HitSensor const*);
bool isSensorBindableGoal(al::HitSensor const*);
bool isSensorBindableAllPlayer(al::HitSensor const*);
bool isSensorBindableBubbleOutScreen(al::HitSensor const*);
bool isSensorBindableKoura(al::HitSensor const*);
bool isSensorBindableRouteDokan(al::HitSensor const*);
bool isSensorBindableBubblePadInput(al::HitSensor const*);
bool isSensorBindable(al::HitSensor const*);
bool isSensorSimple(al::HitSensor const*);
bool isSensorHitAnyPlane(al::HitSensor const*,al::HitSensor const*, sead::Vector3<float> const&);
bool isSensorHitRingShape(al::HitSensor const*, al::HitSensor const*, float);
bool isMsgRequestPlayerStainWet(al::SensorMsg const *, int *);
bool isMsgPushAll(al::SensorMsg const *);
bool isMsgPush(al::SensorMsg const *);
bool isMsgPushStrong(al::SensorMsg const *);
bool isMsgPushVeryStrong(al::SensorMsg const *);
bool isMsgHoldReleaseAll(al::SensorMsg const *);
bool isMsgHoldCancel(al::SensorMsg const *);
bool isMsgPlayerRelease(al::SensorMsg const *);
bool isMsgPlayerReleaseBySwing(al::SensorMsg const *);
bool isMsgPlayerReleaseDead(al::SensorMsg const *);
bool isMsgPlayerReleaseDamage(al::SensorMsg const *);
bool isMsgPlayerReleaseDemo(al::SensorMsg const *);
bool isMsgItemGetDirectAll(al::SensorMsg const *);
bool isMsgPlayerItemGet(al::SensorMsg const *);
bool isMsgRideAllPlayerItemGet(al::SensorMsg const *);
bool isMsgPlayerTailAttack(al::SensorMsg const *);
bool isMsgItemGetByObjAll(al::SensorMsg const *);
bool isMsgBallItemGet(al::SensorMsg const *);
bool isMsgKickKouraItemGet(al::SensorMsg const *);
bool isMsgKillerItemGet(al::SensorMsg const *);
bool isMsgItemGetAll(al::SensorMsg const *);
bool isMsgFloorTouch(al::SensorMsg const *);
bool isMsgPlayerFloorTouch(al::SensorMsg const *);
bool isMsgEnemyFloorTouch(al::SensorMsg const *);
bool isMsgUpperPunch(al::SensorMsg const *);
bool isMsgPlayerUpperPunch(al::SensorMsg const *);
bool isMsgEnemyUpperPunch(al::SensorMsg const *);
bool isMsgPlayerTrample(al::SensorMsg const *);
bool isMsgPlayerTrampleReflect(al::SensorMsg const *);
bool isMsgPlayerHipDropAll(al::SensorMsg const *);
bool isMsgPlayerStatueDrop(al::SensorMsg const *);
bool isMsgPlayerObjHipDropAll(al::SensorMsg const *);
bool isMsgPlayerObjStatueDrop(al::SensorMsg const *);
bool isMsgPlayerObjHipDropReflectAll(al::SensorMsg const *);
bool isMsgPlayerObjStatueDropReflect(al::SensorMsg const *);
bool isMsgPlayerObjHipDropHighJump(al::SensorMsg const *);
bool isMsgPlayerHipDropKnockDown(al::SensorMsg const *);
bool isMsgPlayerObjStatueDropReflectNoCondition(al::SensorMsg const *);
bool isMsgPlayerStatueTouch(al::SensorMsg const *);
bool isMsgPlayerObjUpperPunch(al::SensorMsg const *);
bool isMsgPlayerRollingAttack(al::SensorMsg const *);
bool isMsgPlayerRollingReflect(al::SensorMsg const *);
bool isMsgPlayerObjRollingAttack(al::SensorMsg const *);
bool isMsgPlayerObjRollingAttackFailure(al::SensorMsg const *);
bool isMsgPlayerInvincibleAttack(al::SensorMsg const *);
bool isMsgPlayerFireBallAttack(al::SensorMsg const *);
bool isMsgPlayerRouteDokanFireBallAttack(al::SensorMsg const *);
bool isMsgPlayerKick(al::SensorMsg const *);
bool isMsgPlayerCatch(al::SensorMsg const *);
bool isMsgPlayerSlidingAttack(al::SensorMsg const *);
bool isMsgPlayerBoomerangAttack(al::SensorMsg const *);
bool isMsgPlayerBoomerangAttackCollide(al::SensorMsg const *);
bool isMsgPlayerBoomerangReflect(al::SensorMsg const *);
bool isMsgPlayerBoomerangBreak(al::SensorMsg const *);
bool isMsgPlayerBodyAttack(al::SensorMsg const *);
bool isMsgPlayerBodyLanding(al::SensorMsg const *);
bool isMsgPlayerBodyAttackReflect(al::SensorMsg const *);
bool isMsgPlayerClimbAttack(al::SensorMsg const *);
bool isMsgPlayerSpinAttack(al::SensorMsg const *);
bool isMsgPlayerGiantAttack(al::SensorMsg const *);
bool isMsgPlayerCooperationHipDrop(al::SensorMsg const *);
bool isMsgPlayerClimbSlidingAttack(al::SensorMsg const *);
bool isMsgPlayerClimbRollingAttack(al::SensorMsg const *);
bool isMsgPlayerGiantHipDrop(al::SensorMsg const *);
bool isMsgPlayerDisregard(al::SensorMsg const *);
bool isMsgPlayerDash(al::SensorMsg const *);
bool isMsgPlayerDamageTouch(al::SensorMsg const *);
bool isMsgPlayerFloorTouchBind(al::SensorMsg const *);
bool isMsgPlayerTouch(al::SensorMsg const *);
bool isMsgPlayerInvincibleTouch(al::SensorMsg const *);
bool isMsgPlayerGiantTouch(al::SensorMsg const *);
bool isMsgPlayerObjTouch(al::SensorMsg const *);
bool isMsgPlayerPutOnEquipment(al::SensorMsg const *);
bool isMsgPlayerReleaseEquipment(al::SensorMsg const *);
bool isMsgPlayerReleaseEquipmentGoal(al::SensorMsg const *);
bool isMsgPlayerCarryFront(al::SensorMsg const *);
bool isMsgPlayerCarryFrontWallKeep(al::SensorMsg const *);
bool isMsgPlayerCarryUp(al::SensorMsg const *);
bool isMsgPlayerCarryKeepDemo(al::SensorMsg const *);
bool isMsgPlayerCarryWarp(al::SensorMsg const *);
bool isMsgPlayerLeave(al::SensorMsg const *);
bool isMsgPlayerToss(al::SensorMsg const *);
bool isMsgEnemyAttack(al::SensorMsg const *);
bool isMsgEnemyAttackFire(al::SensorMsg const *);
bool isMsgEnemyAttackKnockDown(al::SensorMsg const *);
bool isMsgEnemyAttackBoomerang(al::SensorMsg const *);
bool isMsgEnemyAttackNeedle(al::SensorMsg const *);
bool isMsgEnemyItemGet(al::SensorMsg const *);
bool isMsgEnemyRouteDokanAttack(al::SensorMsg const *);
bool isMsgEnemyRouteDokanFire(al::SensorMsg const *);
bool isMsgExplosion(al::SensorMsg const *);
bool isMsgExplosionCollide(al::SensorMsg const *);
bool isMsgBindStart(al::SensorMsg const *);
bool isMsgBindInit(al::SensorMsg const *);
bool isMsgBindEnd(al::SensorMsg const *);
bool isMsgBindCancel(al::SensorMsg const *);
bool isMsgBindCancelByDemo(al::SensorMsg const *);
bool isMsgBindDamage(al::SensorMsg const *);
bool isMsgBindSteal(al::SensorMsg const *);
bool isMsgBindGiant(al::SensorMsg const *);
bool isMsgPressureDeath(al::SensorMsg const *);
bool isMsgNpcTouch(al::SensorMsg const *);
bool isMsgHit(al::SensorMsg const *);
bool isMsgHitStrong(al::SensorMsg const *);
bool isMsgHitVeryStrong(al::SensorMsg const *);
bool isMsgKnockDown(al::SensorMsg const *);
bool isMsgMapPush(al::SensorMsg const *);
bool isMsgVanish(al::SensorMsg const *);
bool isMsgChangeAlpha(al::SensorMsg const *);
bool isMsgShowModel(al::SensorMsg const *);
bool isMsgHideModel(al::SensorMsg const *);
bool isMsgRestart(al::SensorMsg const *);
bool isMsgEnemyTouch(al::SensorMsg const *);
bool isMsgEnemyTrample(al::SensorMsg const *);
bool isMsgMapObjTrample(al::SensorMsg const *);
bool isMsgNeedleBallAttack(al::SensorMsg const *);
bool isMsgPunpunFloorTouch(al::SensorMsg const *);
bool isMsgInvalidateFootPrint(al::SensorMsg const *);
bool isMsgKickKouraAttack(al::SensorMsg const *);
bool isMsgKickKouraAttackCollide(al::SensorMsg const *);
bool isMsgKickKouraReflect(al::SensorMsg const *);
bool isMsgKickKouraCollideNoReflect(al::SensorMsg const *);
bool isMsgKickKouraBreak(al::SensorMsg const *);
bool isMsgKickKouraBlow(al::SensorMsg const *);
bool isMsgKickStoneAttack(al::SensorMsg const *);
bool isMsgKickStoneAttackCollide(al::SensorMsg const *);
bool isMsgKickStoneAttackHold(al::SensorMsg const *);
bool isMsgKickStoneAttackReflect(al::SensorMsg const *);
bool isMsgKickStoneTrample(al::SensorMsg const *);
bool isMsgKillerAttack(al::SensorMsg const *);
bool isMsgLiftGeyser(al::SensorMsg const *);
bool isMsgWarpStart(al::SensorMsg const *);
bool isMsgWarpEnd(al::SensorMsg const *);
bool isMsgHoleIn(al::SensorMsg const *);
bool isMsgJumpInhibit(al::SensorMsg const *);
bool isMsgGoalKill(al::SensorMsg const *);
bool isMsgGoal(al::SensorMsg const *);
bool isMsgBallAttack(al::SensorMsg const *);
bool isMsgBallRouteDokanAttack(al::SensorMsg const *);
bool isMsgBallAttackHold(al::SensorMsg const *);
bool isMsgBallAttackDRCHold(al::SensorMsg const *);
bool isMsgBallAttackCollide(al::SensorMsg const *);
bool isMsgBallTrample(al::SensorMsg const *);
bool isMsgBallTrampleCollide(al::SensorMsg const *);
bool isMsgFireBallCollide(al::SensorMsg const *);
bool isMsgFireBallFloorTouch(al::SensorMsg const *);
bool isMsgDokanBazookaAttack(al::SensorMsg const *);
bool isMsgSwitchOn(al::SensorMsg const *);
bool isMsgSwitchOnInit(al::SensorMsg const *);
bool isMsgSwitchOffInit(al::SensorMsg const *);
bool isMsgSwitchKillOn(al::SensorMsg const *);
bool isMsgSwitchKillOnInit(al::SensorMsg const *);
bool isMsgSwitchKillOffInit(al::SensorMsg const *);
bool isMsgAskSafetyPoint(al::SensorMsg const *);
bool isMsgTouchAssist(al::SensorMsg const *);
bool isMsgTouchAssistNoPat(al::SensorMsg const *);
bool isMsgTouchAssistTrig(al::SensorMsg const *);
bool isMsgTouchAssistTrigOff(al::SensorMsg const *);
bool isMsgTouchAssistTrigNoPat(al::SensorMsg const *);
bool isMsgTouchAssistBurn(al::SensorMsg const *);
bool isMsgTouchAssistAll(al::SensorMsg const *);
bool isMsgTouchCarryItem(al::SensorMsg const *);
bool isMsgTouchReleaseItem(al::SensorMsg const *);
bool isMsgTouchStroke(al::SensorMsg const *);
bool isMsgIsNerveSupportFreeze(al::SensorMsg const *);
bool isMsgOnSyncSupportFreeze(al::SensorMsg const *);
bool isMsgOffSyncSupportFreeze(al::SensorMsg const *);
bool isMsgScreenPointInvalidCollisionParts(al::SensorMsg const *);
bool isMsgBlockUpperPunch(al::SensorMsg const *);
bool isMsgBlockLowerPunch(al::SensorMsg const *);
bool isMsgBlockItemGet(al::SensorMsg const *);
bool isMsgPlayerKouraAttack(al::SensorMsg const *);
bool isMsgLightFlash(al::SensorMsg const *);
bool isMsgForceAbyss(al::SensorMsg const *);
bool isMsgSwordAttackHigh(al::SensorMsg const *);
bool isMsgSwordAttackHighLeft(al::SensorMsg const *);
bool isMsgSwordAttackHighRight(al::SensorMsg const *);
bool isMsgSwordAttackLow(al::SensorMsg const *);
bool isMsgSwordAttackLowLeft(al::SensorMsg const *);
bool isMsgSwordAttackLowRight(al::SensorMsg const *);
bool isMsgSwordBeamAttack(al::SensorMsg const *);
bool isMsgSwordBeamReflectAttack(al::SensorMsg const *);
bool isMsgSwordAttackJumpUnder(al::SensorMsg const *);
bool isMsgShieldGuard(al::SensorMsg const *);
bool isMsgAskMultiPlayerEnemy(al::SensorMsg const *);
bool isMsgItemGettable(al::SensorMsg const *);
bool isMsgKikkiThrow(al::SensorMsg const *);
bool isMsgIsKikkiThrowTarget(al::SensorMsg const *);
bool isMsgPlayerCloudGet(al::SensorMsg const *);
bool isMsgAutoJump(al::SensorMsg const *);
bool isMsgPlayerTouchShadow(al::SensorMsg const *);
bool isMsgPlayerPullOutShadow(al::SensorMsg const *);
bool isMsgPlayerAttackShadow(al::SensorMsg const *);
bool isMsgPlayerAttackShadowStrong(al::SensorMsg const *);
bool isMsgPlayerAttackChangePos(al::SensorMsg const *);
bool isMsgAtmosOnlineLight(al::SensorMsg const *);
bool isMsgLightBurn(al::SensorMsg const *);
bool isMsgMoonLightBurn(al::SensorMsg const *);
bool isMsgString(al::SensorMsg const *);
bool isMsgStringV4fPtr(al::SensorMsg const *);
bool isMsgStringV4fSensorPtr(al::SensorMsg const *);
bool isMsgStringVoidPtr(al::SensorMsg const *);
bool isMsgPlayerTrampleForCrossoverSensor(al::SensorMsg const *, al::HitSensor const *, al::HitSensor const *);
bool isMsgPlayerTrampleReflectForCrossoverSensor(al::SensorMsg const *, al::HitSensor const *, al::HitSensor const *);
bool isMsgPlayerUpperPunchForCrossoverSensor(al::SensorMsg const *, al::HitSensor const *, al::HitSensor const *, float);
bool isMsgKickStoneTrampleForCrossoverSensor(al::SensorMsg const *, al::HitSensor const *, al::HitSensor const *);
bool sendMsgPlayerAttackTrample(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerTrampleReflect(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerReflectOrTrample(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerHipDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerObjHipDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerObjHipDropReflect(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerObjHipDropHighJump(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerHipDropKnockDown(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerStatueDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerObjStatueDrop(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerObjStatueDropReflect(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerObjStatueDropReflectNoCondition(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerStatueTouch(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerUpperPunch(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerObjUpperPunch(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerRollingAttack(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerRollingReflect(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerObjRollingAttack(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerObjRollingAttackFailure(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerInvincibleAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerFireBallAttack(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerRouteDokanFireBallAttack(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerTailAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
bool sendMsgPlayerTouch(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerKick(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerCatch(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerSlidingAttack(al::HitSensor *, al::HitSensor *, al::ComboCounter *);
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 *);
bool sendMsgPlayerPutOnEquipment(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerReleaseEquipment(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerReleaseEquipmentGoal(al::HitSensor *, al::HitSensor *, uint);
bool sendMsgPlayerFloorTouch(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerDamageTouch(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerCarryFront(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerCarryFrontWallKeep(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerCarryUp(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerCarryKeepDemo(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerCarryWarp(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerLeave(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerRelease(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerReleaseBySwing(al::HitSensor *, al::HitSensor *);
bool sendMsgPlayerReleaseDamage(al::HitSensor *, al::HitSensor *);
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

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@ -0,0 +1,38 @@
#pragma once
#include "al/camera/CameraPoser.h"
#include "al/nerve/NerveExecutor.h"
#include "math/seadVector.h"
namespace al {
class CameraVerticalAbsorber2DGalaxy : public al::NerveExecutor {
public:
CameraVerticalAbsorber2DGalaxy(void);
void start(al::CameraPoser const*);
void update(al::CameraPoser const*);
void applyLimit(sead::Vector3f* output);
void exeNone(void);
void exeGround(void);
void exeLimit(void);
void exeLimitOver(void);
void exeLimitAfter(void);
sead::Vector3f mTargetTrans;
sead::Vector3f mTargetGravity;
sead::Vector3f mTargetUp;
bool mIsTargetCollideGround;
sead::Vector3f mPrevTargetTrans;
sead::Vector3f mPrevTargetGravity;
float unkFloat;
sead::Vector3f mLimit;
sead::Vector3f unkVec;
float unkFloat2;
};
static_assert(sizeof(CameraVerticalAbsorber2DGalaxy) == 0x70, "");
}

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@ -5,6 +5,8 @@
#include "al/sensor/SensorHitGroup.h"
#include "al/LiveActor/LiveActor.h" // for SensorMsg
#include "game/Interfaces/IUsePlayerHack.h"
#include "game/Player/PlayerHackKeeper.h"
#include <sead/math/seadVector.h>
@ -880,7 +882,7 @@ 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*);
bool sendMsgDigPointSmell(al::HitSensor*, al::HitSensor*, DigPoint*);
bool sendMsgDigPointSmell(al::HitSensor*, al::HitSensor*, struct DigPoint*);
bool sendMsgMofumofuBodyChainExplode(al::HitSensor*, al::HitSensor*, int);
bool sendMsgMoonBasementRockThroughCollision(al::HitSensor*, al::HitSensor*, bool);
bool sendMsgFishingWait(al::HitSensor*, al::HitSensor*, al::HitSensor*);
@ -1006,7 +1008,7 @@ bool sendMsgBossMagmaDeadDemoStart(al::HitSensor*, al::HitSensor*);
bool sendMsgBossMagmaDeadDemoEnd(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
bool sendMsgBossMagmaResetPos(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
bool sendMsgBossMagmaQueryToBubble(al::HitSensor*, al::HitSensor*);
bool sendMsgCheckFishingTarget(al::HitSensor*, al::HitSensor*, FishingFish const*);
bool sendMsgCheckFishingTarget(al::HitSensor*, al::HitSensor*, struct FishingFish const*);
bool sendMsgPushToPlayerAndKillVelocityToTarget(al::LiveActor*, al::HitSensor*, al::HitSensor*);
bool sendMsgPushToPlayerAndKillVelocityToTargetH(al::LiveActor*, al::HitSensor*, al::HitSensor*);
bool sendMsgInitCapTarget(al::HitSensor*, al::HitSensor*, CapTargetInfo const**);

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@ -1,3 +1,6 @@
#include <cmath>
#include "al/util/SensorUtil.h"
#include "rs/util/SensorUtil.h"
#include "server/Client.hpp"
#include "al/LiveActor/LiveActor.h"
#include "al/layout/BalloonMessage.h"
@ -31,7 +34,7 @@ void PuppetActor::init(al::ActorInitInfo const &initInfo) {
mPuppetCap->init(initInfo);
al::initActorWithArchiveName(this, initInfo, "PlayerActorHakoniwa", nullptr);
al::initActorWithArchiveName(this, initInfo, "PuppetActor", nullptr);
const char *bodyName = "Mario";
const char *capName = "Mario";
@ -243,6 +246,26 @@ void PuppetActor::makeActorDead() {
}
}
void PuppetActor::attackSensor(al::HitSensor* source, al::HitSensor* target) {
if (!al::sendMsgPush(target, source)) {
rs::sendMsgPushToPlayer(target, source);
}
}
bool PuppetActor::receiveMsg(const al::SensorMsg* msg, al::HitSensor* source,
al::HitSensor* target) {
if ((al::isMsgPlayerTrampleReflect(msg) || rs::isMsgPlayerAndCapObjHipDropReflectAll(msg)) && al::isSensorName(target, "Body"))
{
rs::requestHitReactionToAttacker(msg, target, source);
return true;
}
return false;
}
// this is more or less how nintendo does it with marios demo puppet
void PuppetActor::startAction(const char *actName) {

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@ -66,7 +66,7 @@ void initPuppetActors(al::Scene *scene, al::ActorInitInfo const &rootInfo, char
}
// create a debug puppet for testing purposes
// createPuppetActorFromFactory(rootInfo, playerPlacement, true);
createPuppetActorFromFactory(rootInfo, playerPlacement, true);
}
al::initPlacementObjectMap(scene, rootInfo, listName); // run init for ObjectList after we init our puppet actors

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@ -3,6 +3,7 @@
#include <cstring>
#include "al/actor/ActorSceneInfo.h"
#include "al/layout/WindowConfirmWait.h"
#include "al/util/ControllerUtil.h"
#include "al/util/LiveActorUtil.h"
#include "algorithms/PlayerAnims.h"
#include "game/GameData/GameDataFunction.h"
@ -219,7 +220,9 @@ bool Client::startConnection() {
bool isNeedSave = false;
if (mServerIP.isEmpty()) {
bool isOverride = al::isPadHoldZL(-1);
if (mServerIP.isEmpty() || isOverride) {
mKeyboard->setHeaderText(u"Save File does not contain an IP!");
mKeyboard->setSubText(u"Please set a Server IP Below.");
mServerIP = "0.0.0.0";
@ -227,7 +230,7 @@ bool Client::startConnection() {
isNeedSave = true;
}
if (!mServerPort) {
if (!mServerPort || isOverride) {
mKeyboard->setHeaderText(u"Save File does not contain a port!");
mKeyboard->setSubText(u"Please set a Server Port Below.");
mServerPort = 1027;
@ -585,7 +588,7 @@ void Client::sendHackCapInfPacket(const HackCap* hackCap) {
packet.mUserID = sInstance->mUserID;
packet.capPos = al::getTrans(hackCap);
packet.isCapVisible = hackCap->isFlying();
packet.isCapVisible = isFlying;
packet.capQuat.x = hackCap->mJointKeeper->mJointRot.x;
packet.capQuat.y = hackCap->mJointKeeper->mJointRot.y;
@ -1016,7 +1019,7 @@ void Client::disconnectPlayer(PlayerDC *packet) {
PuppetInfo* curInfo = findPuppetInfo(packet->mUserID, false);
if (!curInfo) {
if (!curInfo || !curInfo->isConnected) {
return;
}