#pragma once #include "game/GameData/GameDataFile.h" #include "game/Info/QuestInfoHolder.h" #include "game/Player/PlayerActorBase.h" #include "sead/math/seadVector.h" #include "al/util.hpp" #include "al/sensor/SensorMsg.h" #include "game/Player/PlayerActorHakoniwa.h" #include "al/area/ChangeStageInfo.h" namespace rs { bool updateNormalStateExcludeGraphics(al::Scene*); void updateEffectSystemEnv(al::Scene *); bool isModeE3Rom(void); bool isModeE3LiveRom(void); bool tryCalcMapNorthDir(sead::Vector3f *, al::IUseSceneObjHolder const*); void invalidateQuest(QuestInfo const *info); QuestInfoHolder *getQuestInfoHolder(al::IUseSceneObjHolder const*); char16_t* getWorldCoinCollectPictureFont(al::LayoutActor const*); bool calcOnGroundNormalOrGravityDir(sead::Vector3f*, al::LiveActor const*, IUsePlayerCollision const*); void buyCap(al::IUseSceneObjHolder const *, char const*); void buyCloth(al::IUseSceneObjHolder const *, char const*); ChangeStageInfo *createChangeStageInfo(al::LiveActor const *actor, char const *changeStageID, char const *changeStageName, bool, int scenarioNo, ChangeStageInfo::SubScenarioType type); ChangeStageInfo *createChangeStageInfo(al::LiveActor const*, al::PlacementInfo const&, char const*, char const*, bool, int, ChangeStageInfo::SubScenarioType); ChangeStageInfo *createChangeStageInfo(const al::LiveActor *, const al::PlacementInfo *); bool isPlayerDamageStopDemo(const al::LiveActor *); PlayerActorBase * getPlayerActor(const al::Scene *); void get2DAreaPos(sead::Vector3 *, al::AreaObj const *); bool isInChangeStageArea(PlayerActorHakoniwa const*, sead::Vector3f const *); bool isPlayerOnGround(const al::LiveActor *); void faceToCamera(al::LiveActor *actor); bool isPlayerActiveMarioAmiiboInvincible(al::LiveActor *); bool isMsgPlayerAndCapObjHipDropAll(al::SensorMsg const *); bool isMsgPlayerDamage(al::SensorMsg const *); bool isMsgShineGet(al::SensorMsg const *); void saveCoinStack(al::LiveActor const* actor, al::PlacementId const* placement, int stackCount); bool isActiveDemo(al::LiveActor const *); bool isActiveDemoWithPlayer(al::Scene const *); bool isActiveDemoWithPlayerKeepCarry(al::Scene const *); bool isActiveDemoWithPlayerUseCoin(al::Scene const *); bool isActiveDemoShineGet(al::Scene const *); bool isActiveDemoWarp(al::Scene const *); bool isActiveDemoScenarioCamera(al::Scene const *); bool isActiveDemoTalk(al::Scene const *); void recoveryPlayerOxygen(const al::LiveActor *); bool is2D(IUseDimension const *); void calcGroundNormalOrGravityDir(sead::Vector3f *result, al::LiveActor const *actor, IUsePlayerCollision const *col); void calcPlayerFrontDir(sead::Vector3f* result, al::LiveActor const*); int getStageShineAnimFrame(al::LiveActor const*, char const*); const char* getStageShineArchiveName(al::LiveActor const*, char const*); const char* getStageShineEmptyArchiveName(al::LiveActor const*, char const*); }