#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 "game/Interfaces/IUsePlayerHack.h" #include "game/Player/PlayerHackKeeper.h" #include namespace rs { void setAppearItemFactorAndOffsetByMsg(al::LiveActor const*, al::SensorMsg const*, al::HitSensor const*); bool isMsgBreakBySword(al::SensorMsg const*); bool isMsgStatueDrop(al::SensorMsg const*); bool isMsgHackerDamageAndCancel(al::SensorMsg const*); bool isMsgEnableMapCheckPointWarpCollidedGround(al::SensorMsg const*, al::LiveActor const*); bool isMsgEnableMapCheckPointWarpCollidedGround(al::SensorMsg const*, IUsePlayerCollision const*); bool isMsgAckCheckpoint(al::SensorMsg const*); bool isMsgAckGetShine(al::SensorMsg const*); bool isMsgAckLifeUp(al::SensorMsg const*); bool isMsgAckLifeMaxUp(al::SensorMsg const*); bool isMsgAskRailCollision(al::SensorMsg const*); bool isMsgAttachCactusNeedle(al::SensorMsg const*); bool isMsgAirExplosion(al::SensorMsg const*); bool isMsgBelowObjBroken(al::SensorMsg const*); bool isMsgBindCollidedGround(al::SensorMsg const*); bool isMsgBindKeepDemoStart(al::SensorMsg const*); bool isMsgBindKeepDemoExecute(al::SensorMsg const*); bool isMsgBindKeepDemoEnd(al::SensorMsg const*); bool isMsgBindRecoveryLife(al::SensorMsg const*); bool isMsgBirdFlyAway(al::SensorMsg const*); bool isMsgBlowObjAttack(al::SensorMsg const*); bool isMsgMayorItemCollide(al::SensorMsg const*); bool isMsgMayorItemReflect(al::SensorMsg const*); bool isMsgBlowObjAttackReflect(al::SensorMsg const*); bool isMsgBossKnuckleCounter(al::SensorMsg const*); bool isMsgBossKnuckleFallAttack(al::SensorMsg const*); bool isMsgBossKnuckleHackAttack(al::SensorMsg const*); bool isMsgBossKnuckleIceConflict(al::SensorMsg const*); bool isMsgBossKnuckleIceFallToMummy(al::SensorMsg const*); bool isMsgBossKnuckleKillerAttack(al::SensorMsg const*); bool isMsgBreakPartsBreak(al::SensorMsg const*); bool isMsgBreedaSlap(al::SensorMsg const*); bool isMsgBreedaPush(al::SensorMsg const*); bool isMsgBubbleAttack(al::SensorMsg const*); bool isMsgBubbleAttackToPecho(al::SensorMsg const*); bool isMsgBubbleLauncherStart(al::SensorMsg const*); bool isMsgBubbleReflectH(al::SensorMsg const*); bool isMsgBubbleReflectV(al::SensorMsg const*); bool isMsgBubbleWallTouch(al::SensorMsg const*); bool isMsgBubbleGroundTouchTrigger(al::SensorMsg const*); bool isMsgBullAttack(al::SensorMsg const*); bool isMsgBullHackAttack(al::SensorMsg const*); bool isMsgBullEnemyAttack(al::SensorMsg const*); bool isMsgByugoBlow(al::SensorMsg const*); bool isMsgCameraAngleElevationResetFast(al::SensorMsg const*); bool isMsgCancelHack(al::SensorMsg const*); bool isMsgCancelHackArea(al::SensorMsg const*); bool isMsgCancelHackByDokan(al::SensorMsg const*); bool isMsgCapAttack(al::SensorMsg const*); bool isMsgCapAttackCollide(al::SensorMsg const*); bool isMsgCapAttackRailMove(al::SensorMsg const*); bool isMsgCapAttackStayRolling(al::SensorMsg const*); bool isMsgCapAttackStayRollingCollide(al::SensorMsg const*); bool isMsgCapBeamerBeam(al::SensorMsg const*); bool isMsgCapCancelLockOn(al::SensorMsg const*); bool isMsgCapChangeGiant(al::SensorMsg const*); bool isMsgCapEnableLockOn(al::SensorMsg const*); bool isMsgCapStartLockOn(al::SensorMsg const*); bool isMsgCapKeepLockOn(al::SensorMsg const*); bool isMsgCapGiantAttack(al::SensorMsg const*); bool isMsgCapHipDrop(al::SensorMsg const*); bool isMsgCapObjHipDrop(al::SensorMsg const*); bool isMsgCapObjHipDropReflect(al::SensorMsg const*); bool isMsgCapIgnoreCancelLockOn(al::SensorMsg const*); bool isMsgCapIgnoreCancelMissReaction(al::SensorMsg const*); bool isMsgCapIgnoreCollisionCheck(al::SensorMsg const*); bool isMsgCapItemGet(al::SensorMsg const*); bool isMsgCapReflect(al::SensorMsg const*); bool isMsgCapReflectCollide(al::SensorMsg const*); bool isMsgCapRethrow(al::SensorMsg const*); bool isMsgCapTouchWall(al::SensorMsg const*); bool isMsgCapTrampolineAttack(al::SensorMsg const*); bool isMsgCatchBombThrough(al::SensorMsg const*); bool isMsgCheckCarObstacle(al::SensorMsg const*); bool isMsgCheckIsCardboardBox(al::SensorMsg const*); bool isMsgChorobonAttack(al::SensorMsg const*); bool isMsgClearFire(al::SensorMsg const*); bool isMsgCollectAnimalTouchCollide(al::SensorMsg const*); bool isMsgCollisionImpulse(al::SensorMsg const*); bool isMsgConductLightning(al::SensorMsg const*); bool isMsgConfirmFrailBox(al::SensorMsg const*); bool isMsgConfirmBrokenFrailBox(al::SensorMsg const*); bool isMsgDamageBallAttack(al::SensorMsg const*); bool isMsgDamageBallBodyAttack(al::SensorMsg const*); bool isMsgDigPointSmell(al::SensorMsg const*); bool isMsgDonsukeAttack(al::SensorMsg const*); bool isMsgDonsukeGroundAttack(al::SensorMsg const*); bool isMsgDonsukePush(al::SensorMsg const*); bool isMsgDragonAttack(al::SensorMsg const*); bool isMsgEatExplosion(al::SensorMsg const*); bool isMsgElectricWireNoLimitDistance(al::SensorMsg const*); bool isMsgEnableInSaucePan(al::SensorMsg const*); bool isMsgEnableMapCheckPointWarp(al::SensorMsg const*); bool isMsgEndInSaucePan(al::SensorMsg const*); bool isMsgEnemyAttack2D(al::SensorMsg const*); bool isMsgEnemyAttack3D(al::SensorMsg const*); bool isMsgEnemyAttackDash(al::SensorMsg const*); bool isMsgFireBrosFireBallCollide(al::SensorMsg const*); bool isMsgFireDamageAll(al::SensorMsg const*); bool isMsgHackAttackFire(al::SensorMsg const*); bool isMsgFireSwitchFire(al::SensorMsg const*); bool isMsgEnemyAttackFireCollision(al::SensorMsg const*); bool isMsgEnemyAttackTRex(al::SensorMsg const*); bool isMsgPoisonDamageAll(al::SensorMsg const*); bool isMsgEnemyAttackPoison(al::SensorMsg const*); bool isMsgHackAttackPoison(al::SensorMsg const*); bool isMsgPaintAttackPoison(al::SensorMsg const*); bool isMsgConfirmPaintObj(al::SensorMsg const*); bool isMsgConfirmPaintObjForSeed(al::SensorMsg const*); bool isMsgEnemyAttackStrong(al::SensorMsg const*); bool isMsgEnemyKick(al::SensorMsg const*); bool isMsgRabbitKick(al::SensorMsg const*); bool isMsgEnemyObjBreak(al::SensorMsg const*); bool isMsgFireBlowerAttack(al::SensorMsg const*); bool isMsgFishingAttack(al::SensorMsg const*); bool isMsgFishingCancel(al::SensorMsg const*); bool isMsgFishingFishApproach(al::SensorMsg const*); bool isMsgFishingFishFloatTouch(al::SensorMsg const*); bool isMsgFishingItemGet(al::SensorMsg const*); bool isMsgFishingLineTouch(al::SensorMsg const*); bool isMsgFishingStart(al::SensorMsg const*); bool isMsgFishingUpImmediately(al::SensorMsg const*); bool isMsgFishingUpImmediatelyPrepare(al::SensorMsg const*); bool isMsgFishingWait(al::SensorMsg const*); bool isMsgFrogHackTrample(al::SensorMsg const*); bool isMsgGamaneBullet(al::SensorMsg const*); bool isMsgGamaneBulletThrough(al::SensorMsg const*); bool isMsgGamaneBulletForCoinFlower(al::SensorMsg const*); bool isMsgGemyAim(al::SensorMsg const*); bool isMsgGhostCancel(al::SensorMsg const*); bool isMsgGhostPlay(al::SensorMsg const*); bool isMsgGhostRecordEnd(al::SensorMsg const*); bool isMsgGhostRecordStart(al::SensorMsg const*); bool isMsgGhostRecordStartOk(al::SensorMsg const*); bool isMsgGhostReverse(al::SensorMsg const*); bool isMsgGhostStop(al::SensorMsg const*); bool isMsgGiantWanderBossAttack(al::SensorMsg const*); bool isMsgGiantWanderBossBulletAttack(al::SensorMsg const*); bool isMsgGiantWanderBossBulletPush(al::SensorMsg const*); bool isMsgGoldHammerAttack(al::SensorMsg const*); bool isMsgGrowFlowerSeedDisablePush(al::SensorMsg const*); bool isMsgGrowFlowerSeedNear(al::SensorMsg const*); bool isMsgGrowPlantPush(al::SensorMsg const*); bool isMsgGrowerAttack(al::SensorMsg const*); bool isMsgGrowerWallAttack(al::SensorMsg const*); bool isMsgGunetterAttack(al::SensorMsg const*); bool isMsgGunetterBodyTouch(al::SensorMsg const*); bool isMsgGunetterPush(al::SensorMsg const*); bool isMsgHackAttack(al::SensorMsg const*); bool isMsgHackAttackKick(al::SensorMsg const*); bool isMsgHackAttackMapObj(al::SensorMsg const*); bool isMsgHackBrosContact(al::SensorMsg const*); bool isMsgHackDeathAreaSelfCheck(al::SensorMsg const*); bool isMsgHackDemoEnd(al::SensorMsg const*); bool isMsgHackDemoStart(al::SensorMsg const*); bool isMsgHackInvalidEscape(al::SensorMsg const*); bool isMsgHackInvalidEscapeNoReaction(al::SensorMsg const*); bool isMsgHackMarioCheckpointFlagWarp(al::SensorMsg const*); bool isMsgHackMarioDead(al::SensorMsg const*); bool isMsgHackMarioDemo(al::SensorMsg const*); bool isMsgHackMarioInWater(al::SensorMsg const*); bool isMsgHackMoveRockForestPush(al::SensorMsg const*); bool isMsgHackSelfCeilingCheckMiss(al::SensorMsg const*); bool isMsgHackSyncDamageVisibility(al::SensorMsg const*); bool isMsgHackUpperPunch(al::SensorMsg const*); bool isMsgHackObjUpperPunch(al::SensorMsg const*); bool isMsgHammerAttackDown(al::SensorMsg const*); bool isMsgHammerAttackSide(al::SensorMsg const*); bool isMsgHammerAttackSideCollide(al::SensorMsg const*); bool isMsgHammerBrosHammerEnemyAttack(al::SensorMsg const*); bool isMsgHammerBrosHammerHackAttack(al::SensorMsg const*); bool isMsgHammerBrosHammerSearch(al::SensorMsg const*); bool isMsgHipDropTransformReverse(al::SensorMsg const*); bool isMsgHipDropTransformTransform(al::SensorMsg const*); bool isMsgHipDropTransformingUp(al::SensorMsg const*); bool isMsgHipDropTransformingDown(al::SensorMsg const*); bool isMsgHipDropTransformingFinish(al::SensorMsg const*); bool isMsgHitGrowFlowerPot(al::SensorMsg const*); bool isMsgHitGrowPlantPot(al::SensorMsg const*); bool isMsgHosuiAttack(al::SensorMsg const*); bool isMsgHosuiAttackCollide(al::SensorMsg const*); bool isMsgHosuiAttackNoEffect(al::SensorMsg const*); bool isMsgHosuiAttackStrong(al::SensorMsg const*); bool isMsgHosuiTouch(al::SensorMsg const*); bool isMsgHosuiTrample(al::SensorMsg const*); bool isMsgHosuiTrampleReflect(al::SensorMsg const*); bool isMsgHosuiTrampleReflectHigh(al::SensorMsg const*); bool isMsgIgnoreTouchTarget(al::SensorMsg const*); bool isMsgIgnorePushMotorcycle(al::SensorMsg const*); bool isMsgIcicleAttack(al::SensorMsg const*); bool isMsgIgnoreMirrorWarp(al::SensorMsg const*); bool isMsgIgnoredByRunawayNpc(al::SensorMsg const*); bool isMsgImplantGrowFlowerSeed(al::SensorMsg const*); bool isMsgInitTouchTargetInfo(al::SensorMsg const*); bool isMsgItemAmiiboKoopa(al::SensorMsg const*); bool isMsgIsExistPukupuku(al::SensorMsg const*); bool isMsgJangoAttack(al::SensorMsg const*); bool isMsgJangoRemoveCap(al::SensorMsg const*); bool isMsgKakkuKick(al::SensorMsg const*); bool isMsgKoopaBindStart(al::SensorMsg const*); bool isMsgKoopaCapPlayerFocusTarget(al::SensorMsg const*); bool isMsgKoopaCapPunchFinishL(al::SensorMsg const*); bool isMsgKoopaCapPunchFinishR(al::SensorMsg const*); bool isMsgKoopaCapPunchInvincibleL(al::SensorMsg const*); bool isMsgKoopaCapPunchInvincibleR(al::SensorMsg const*); bool isMsgKoopaCapPunchKnockBackL(al::SensorMsg const*); bool isMsgKoopaCapPunchKnockBackR(al::SensorMsg const*); bool isMsgKoopaCapPunchL(al::SensorMsg const*); bool isMsgKoopaCapPunchR(al::SensorMsg const*); bool isMsgKoopaCapSpinAttack(al::SensorMsg const*); bool isMsgKoopaCatchKoopaCap(al::SensorMsg const*); bool isMsgKoopaDashPunchAttack(al::SensorMsg const*); bool isMsgKoopaFire2D(al::SensorMsg const*); bool isMsgKoopaFireBallAttack(al::SensorMsg const*); bool isMsgKoopaHackDamage(al::SensorMsg const*); bool isMsgKoopaHackPunch(al::SensorMsg const*); bool isMsgKoopaHackPunchCollide(al::SensorMsg const*); bool isMsgKoopaHackTrample(al::SensorMsg const*); bool isMsgKoopaInvalidHackPunchFaceToCollision(al::SensorMsg const*); bool isMsgKoopaRingBeamInvalidTouch(al::SensorMsg const*); bool isMsgKoopaTailAttack(al::SensorMsg const*); bool isMsgKoopaTouchFloor(al::SensorMsg const*); bool isMsgKouraAttack2D(al::SensorMsg const*); bool isMsgKouraItemGet2D(al::SensorMsg const*); bool isMsgKuribo2DTouch(al::SensorMsg const*); bool isMsgKuriboCollisionDamage(al::SensorMsg const*); bool isMsgKuriboCollisionKill(al::SensorMsg const*); bool isMsgKuriboFlick(al::SensorMsg const*); bool isMsgKuriboGirlAttack(al::SensorMsg const*); bool isMsgKuriboGirlLove(al::SensorMsg const*); bool isMsgKuriboTop(al::SensorMsg const*); bool isMsgKuriboTowerNum(al::SensorMsg const*); bool isMsgLaunchBlow(al::SensorMsg const*); bool isMsgLineDancerLink(al::SensorMsg const*); bool isMsgLongPushSensorHit(al::SensorMsg const*); bool isMsgLongPushBoxHit(al::SensorMsg const*); bool isMsgMagnetBulletAttack(al::SensorMsg const*); bool isMsgMeganeAttack(al::SensorMsg const*); bool isMsgMeganeHackTrample(al::SensorMsg const*); bool isMsgMofumofuBodyChainExplode(al::SensorMsg const*); bool isMsgMofumofuBulletUnexplosion(al::SensorMsg const*); bool isMsgMoonBasementAttackMeteor(al::SensorMsg const*); bool isMsgMoonBasementBreakShockwaveMeteor(al::SensorMsg const*); bool isMsgMoonBasementRockSyncClippingRegist(al::SensorMsg const*); bool isMsgMoonBasementRockSyncClippingInvalidate(al::SensorMsg const*); bool isMsgMoonBasementRockSyncClippingValidate(al::SensorMsg const*); bool isMsgMoonBasementRockThroughCollision(al::SensorMsg const*); bool isMsgMorningStarWarpEnd(al::SensorMsg const*); bool isMsgMorningStarWarpStart(al::SensorMsg const*); bool isMsgMotorcycleAttack(al::SensorMsg const*); bool isMsgMotorcycleCollideParkingLot(al::SensorMsg const*); bool isMsgMotorcycleDashAttack(al::SensorMsg const*); bool isMsgMotorcycleDashCollide(al::SensorMsg const*); bool isMsgCactusNeedleAttack(al::SensorMsg const*); bool isMsgCactusNeedleAttackStrong(al::SensorMsg const*); bool isMsgNoLimitTouchJump(al::SensorMsg const*); bool isMsgNoticePlayerDamage(al::SensorMsg const*); bool isMsgNpcScareByEnemy(al::SensorMsg const*); bool isMsgVolleyballNpcScareByEnemy(al::SensorMsg const*); bool isMsgObjSnapForce(al::SensorMsg const*); bool isMsgPackunEatCancel(al::SensorMsg const*); bool isMsgPackunEatEnd(al::SensorMsg const*); bool isMsgPackunEatStart(al::SensorMsg const*); bool isMsgPackunEatStartFollow(al::SensorMsg const*); bool isMsgPaint(al::SensorMsg const*); bool isMsgPaintTexture(al::SensorMsg const*); bool isMsgCheckPaintClear(al::SensorMsg const*); bool isMsgCheckPaintAlpha(al::SensorMsg const*); bool isMsgPartyPopperSoundAttack(al::SensorMsg const*); bool isMsgPechoSpot(al::SensorMsg const*); bool isMsgPlayerBallToss(al::SensorMsg const*); bool isMsgPlayerCarryCameraSubjectiveStart(al::SensorMsg const*); bool isMsgPlayerCarryCameraSubjectiveEnd(al::SensorMsg const*); bool isMsgPlayerCarryShineGetStart(al::SensorMsg const*); bool isMsgPlayerCarryShineGetEnd(al::SensorMsg const*); bool isMsgPlayerCapCatch(al::SensorMsg const*); bool isMsgPlayerCapHipDrop(al::SensorMsg const*); bool isMsgPlayerCapPush(al::SensorMsg const*); bool isMsgPlayerCapRecovery(al::SensorMsg const*); bool isMsgPlayerCapTouchJump(al::SensorMsg const*); bool isMsgPlayerCapTrample(al::SensorMsg const*); bool isMsgPlayerCoinDashGet(al::SensorMsg const*); bool isMsgPlayerEyePriorityTarget(al::SensorMsg const*); bool isMsgPlayerDisregardHomingAttack(al::SensorMsg const*); bool isMsgPlayerDisregardTargetMarker(al::SensorMsg const*); bool isMsgPlayerEquipKoopaCap(al::SensorMsg const*); bool isMsgPlayerFireBallAttack2D(al::SensorMsg const*); bool isMsgPlayerFireBallAttack3D(al::SensorMsg const*); bool isMsgPlayerHipDropDemoTrigger(al::SensorMsg const*); bool isMsgPlayerHipDropHipDropSwitch(al::SensorMsg const*); bool isMsgPlayerItemGet2D(al::SensorMsg const*); bool isMsgPlayerJumpTakeOffFloor(al::SensorMsg const*); bool isMsgPlayerObjectWallHit(al::SensorMsg const*); bool isMsgPlayerObjLeapFrog(al::SensorMsg const*); bool isMsgPlayerPenguinAttack(al::SensorMsg const*); bool isMsgPlayerPenguinAttackReflect(al::SensorMsg const*); bool isMsgPlayerPoleClimbKeep(al::SensorMsg const*); bool isMsgPlayerPoleClimbReaction(al::SensorMsg const*); bool isMsgPlayerRabbitGet(al::SensorMsg const*); bool isMsgPlayerRollingObjHit(al::SensorMsg const*); bool isMsgPlayerRollingWallHitDown(al::SensorMsg const*); bool isMsgPlayerRollingWallHitMove(al::SensorMsg const*); bool isMsgPlayerStartGrabCeil(al::SensorMsg const*); bool isMsgPlayerStartWallJump(al::SensorMsg const*); bool isMsgPlayerEndGrabCeil(al::SensorMsg const*); bool isMsgPlayerSwordAttack(al::SensorMsg const*); bool isMsgPlayerTouchFloorJumpCode(al::SensorMsg const*); bool isMsgPlayerTrample2D(al::SensorMsg const*); bool isMsgPlayerUpperPunch2D(al::SensorMsg const*); bool isMsgPlayerObjUpperPunch2D(al::SensorMsg const*); bool isMsgPropellerAttack(al::SensorMsg const*); bool isMsgPukupukuDash(al::SensorMsg const*); bool isMsgPukupukuKiss(al::SensorMsg const*); bool isMsgPukupukuRollingAttack(al::SensorMsg const*); bool isMsgPunchMachinePunchHook(al::SensorMsg const*); bool isMsgPunchMachinePunchStraight(al::SensorMsg const*); bool isMsgPunchMachinePunchUpper(al::SensorMsg const*); bool isMsgPush2D(al::SensorMsg const*); bool isMsgPushToFish(al::SensorMsg const*); bool isMsgPushToMotorcycle(al::SensorMsg const*); bool isMsgPushToPlayer(al::SensorMsg const*); bool isMsgRadishAttack(al::SensorMsg const*); bool isMsgRadishReflect(al::SensorMsg const*); bool isMsgRaceStart(al::SensorMsg const*); bool isMsgRaceStop(al::SensorMsg const*); bool isMsgRaceWait(al::SensorMsg const*); bool isMsgRequestChangeFireFlower(al::SensorMsg const*); bool isMsgRequestChangeKinokoSuper(al::SensorMsg const*); bool isMsgRequestPlayerJumpBreakFloor(al::SensorMsg const*); bool isMsgRequestPlayerJump(al::SensorMsg const*); bool isMsgRequestPlayerTrampleJump(al::SensorMsg const*); bool isMsgRequestPlayerSpinJump(al::SensorMsg const*); bool isMsgRequestSphinxJump(al::SensorMsg const*); bool isMsgRideOnEnd(al::SensorMsg const*); bool isMsgRideOnRelease(al::SensorMsg const*); bool isMsgRideOnStart(al::SensorMsg const*); bool isMsgRocketFlowerExtension(al::SensorMsg const*); bool isMsgSandSharkAttack(al::SensorMsg const*); bool isMsgSeedAttack(al::SensorMsg const*); bool isMsgSeedAttackBig(al::SensorMsg const*); bool isMsgSeedAttackHold(al::SensorMsg const*); bool isMsgSeedItemGet(al::SensorMsg const*); bool isMsgSeedReflect(al::SensorMsg const*); bool isMsgSeedTouch(al::SensorMsg const*); bool isMsgSenobiCancelStretch(al::SensorMsg const*); bool isMsgSenobiPunchBlockTransparent(al::SensorMsg const*); bool isMsgSenobiPartsMove(al::SensorMsg const*); bool isMsgSenobiTrample(al::SensorMsg const*); bool isMsgShibakenApproach(al::SensorMsg const*); bool isMsgShibakenKick(al::SensorMsg const*); bool isMsgSkaterAttack(al::SensorMsg const*); bool isMsgSpherePush(al::SensorMsg const*); bool isMsgSphinxJumpAttack(al::SensorMsg const*); bool isMsgSphinxQuizRouteKill(al::SensorMsg const*); bool isMsgSphinxRideAttack(al::SensorMsg const*); bool isMsgSphinxRideAttackReflect(al::SensorMsg const*); bool isMsgSphinxRideAttackTouchThrough(al::SensorMsg const*); 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*); bool sendMsgHackerNoReactionWithoutShine(IUsePlayerHack const*, al::HitSensor*, al::HitSensor*); bool sendMsgBreakFloorToPlayer(al::LiveActor const*); bool sendMsgAckCheckpoint(al::HitSensor*, al::HitSensor*); bool sendMsgAckGetShine(al::HitSensor*, al::HitSensor*); bool sendMsgAckLifeUp(al::HitSensor*, al::HitSensor*); bool sendMsgAckLifeMaxUp(al::HitSensor*, al::HitSensor*); bool sendMsgAskRailCollision(al::HitSensor*, al::HitSensor*); bool sendMsgBreakPartsBreak(al::HitSensor*, al::HitSensor*); bool sendMsgBirdFlyAway(al::HitSensor*, al::HitSensor*); bool sendMsgCameraAngleElevationResetFast(al::HitSensor*, al::HitSensor*); bool sendMsgChorobonAttack(al::HitSensor*, al::HitSensor*); bool sendMsgConductLightning(al::HitSensor*, al::HitSensor*); bool sendMsgDamageBallAttack(al::HitSensor*, al::HitSensor*); bool sendMsgDamageBallBodyAttack(al::HitSensor*, al::HitSensor*); bool sendMsgDonsukeAttack(al::HitSensor*, al::HitSensor*); bool sendMsgDonsukeGroundAttack(al::HitSensor*, al::HitSensor*); bool sendMsgDonsukePush(al::HitSensor*, al::HitSensor*); bool sendMsgDragonAttack(al::HitSensor*, al::HitSensor*); bool sendMsgEatExplosion(al::HitSensor*, al::HitSensor*); bool sendMsgElectricWireNoLimitDistance(al::HitSensor*, al::HitSensor*); bool sendMsgEnemyAttack2D(al::HitSensor*, al::HitSensor*); bool sendMsgEnemyAttack3D(al::HitSensor*, al::HitSensor*); bool sendMsgEnemyAttackDash(al::HitSensor*, al::HitSensor*); bool sendMsgHackAttackFire(al::HitSensor*, al::HitSensor*); bool sendMsgEnemyAttackFireCollision(al::HitSensor*, al::HitSensor*); bool sendMsgEnemyAttackPoison(al::HitSensor*, al::HitSensor*); bool sendMsgEnemyAttackTRex(al::HitSensor*, al::HitSensor*); bool sendMsgHackAttackPoison(al::HitSensor*, al::HitSensor*); bool sendMsgConfirmPaintObj(al::HitSensor*, al::HitSensor*); bool sendMsgConfirmPaintObjForSeed(al::HitSensor*, al::HitSensor*); bool sendMsgPaintAttackPoison(al::HitSensor*, al::HitSensor*); bool sendMsgEnemyKick(al::HitSensor*, al::HitSensor*); bool sendMsgRabbitKick(al::HitSensor*, al::HitSensor*); bool sendMsgFishingAttack(al::HitSensor*, al::HitSensor*); bool sendMsgFishingCancel(al::HitSensor*, al::HitSensor*); bool sendMsgFishingFishApproach(al::HitSensor*, al::HitSensor*); bool sendMsgFishingFishFloatTouch(al::HitSensor*, al::HitSensor*); bool sendMsgFishingItemGet(al::HitSensor*, al::HitSensor*); bool sendMsgFishingLineTouch(al::HitSensor*, al::HitSensor*); bool sendMsgFishingStart(al::HitSensor*, al::HitSensor*); bool sendMsgFishingUpImmediatelyPrepare(al::HitSensor*, al::HitSensor*); bool sendMsgFireBrosFireBallCollide(al::HitSensor*, al::HitSensor*); bool sendMsgFireSwitchFire(al::HitSensor*, al::HitSensor*); bool sendMsgFrogHackTrample(al::HitSensor*, al::HitSensor*); bool sendMsgGhostRecordStart(al::HitSensor*, al::HitSensor*); bool sendMsgGhostRecordEnd(al::HitSensor*, al::HitSensor*); bool sendMsgGhostPlay(al::HitSensor*, al::HitSensor*); bool sendMsgGhostStop(al::HitSensor*, al::HitSensor*); bool sendMsgGiantWanderBossAttack(al::HitSensor*, al::HitSensor*); bool sendMsgGiantWanderBossBulletAttack(al::HitSensor*, al::HitSensor*); bool sendMsgGiantWanderBossBulletPush(al::HitSensor*, al::HitSensor*); bool sendMsgGhostReverse(al::HitSensor*, al::HitSensor*); bool sendMsgGhostCancel(al::HitSensor*, al::HitSensor*); bool sendMsgGrowFlowerSeedDisablePush(al::HitSensor*, al::HitSensor*); bool sendMsgGrowFlowerSeedNear(al::HitSensor*, al::HitSensor*); bool sendMsgGrowPlantPush(al::HitSensor*, al::HitSensor*); bool sendMsgGrowerAttack(al::HitSensor*, al::HitSensor*); bool sendMsgGrowerWallAttack(al::HitSensor*, al::HitSensor*); bool sendMsgGunetterAttack(al::HitSensor*, al::HitSensor*); bool sendMsgGunetterBodyTouch(al::HitSensor*, al::HitSensor*); bool sendMsgHammerAttackDown(al::HitSensor*, al::HitSensor*); bool sendMsgHammerAttackSide(al::HitSensor*, al::HitSensor*); bool sendMsgHammerAttackSideCollide(al::HitSensor*, al::HitSensor*); bool sendMsgItemAmiiboKoopa(al::HitSensor*, al::HitSensor*); bool sendMsgIsExistPukupuku(al::HitSensor*, al::HitSensor*); bool sendMsgJangoAttack(al::HitSensor*, al::HitSensor*); bool sendMsgJangoRemoveCap(al::HitSensor*, al::HitSensor*); bool sendMsgKakkuKick(al::HitSensor*, al::HitSensor*); bool sendMsgKillByBossBattleDemo(al::HitSensor*, al::HitSensor*); bool sendMsgKillByHackFirstDemo(al::HitSensor*, al::HitSensor*); bool sendMsgKillByHomeDemo(al::HitSensor*, al::HitSensor*); bool sendMsgEndHomeDemo(al::HitSensor*, al::HitSensor*); bool sendMsgKillByMoonRockDemo(al::HitSensor*, al::HitSensor*); bool sendMsgKillByShineGet(al::HitSensor*, al::HitSensor*); bool sendMsgKillBySwitchTimer(al::LiveActor*); bool sendMsgKoopaBindStart(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPlayerFocusTarget(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPunchFinishL(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPunchFinishR(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPunchInvincibleL(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPunchInvincibleR(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPunchKnockBackL(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPunchKnockBackR(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPunchL(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapPunchR(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCapSpinAttack(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaCatchKoopaCap(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaDashPunchAttack(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaFire2D(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaFireBallAttack(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaHackDamage(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaHackPunch(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaHackPunchCollide(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaHackTrample(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaInvalidHackPunchFaceToCollision(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaRingBeamInvalidTouch(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaTailAttack(al::HitSensor*, al::HitSensor*); bool sendMsgKoopaTouchFloor(al::HitSensor*, al::HitSensor*); bool sendMsgKouraAttack2D(al::HitSensor*, al::HitSensor*); bool sendMsgKouraItemGet2D(al::HitSensor*, al::HitSensor*); bool sendMsgLaunchBlow(al::HitSensor*, al::HitSensor*); bool sendMsgMeganeAttack(al::HitSensor*, al::HitSensor*); bool sendMsgMeganeHackTrample(al::HitSensor*, al::HitSensor*); bool sendMsgMofumofuBulletUnexplosion(al::HitSensor*, al::HitSensor*); bool sendMsgMoonBasementAttackMeteor(al::HitSensor*, al::HitSensor*); bool sendMsgMoonBasementBreakShockwaveMeteor(al::HitSensor*, al::HitSensor*); bool sendMsgMoonBasementRockSyncClippingRegist(al::HitSensor*, al::HitSensor*); bool sendMsgMoonBasementRockSyncClippingInvalidate(al::HitSensor*, al::HitSensor*); bool sendMsgMoonBasementRockSyncClippingValidate(al::HitSensor*, al::HitSensor*); bool sendMsgAttachCactusNeedle(al::HitSensor*, al::HitSensor*); // bool sendMsgCactusNeedleAttack(al::HitSensor*, al::HitSensor*, al::ComboCounter*); // bool sendMsgCactusNeedleAttackStrong(al::HitSensor*, al::HitSensor*, al::ComboCounter*); bool sendMsgPlayerBallToss(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCarryCameraSubjectiveStart(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCarryCameraSubjectiveEnd(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCarryShineGetStart(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCarryShineGetEnd(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCapCatch(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCapHipDrop(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCapPush(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCapRecovery(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCapTouchJump(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCapTrample(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerCoinDashGet(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerEyePriorityTarget(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerDisregardHomingAttack(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerDisregardTargetMarker(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerEquipKoopaCap(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerFireBallAttack2D(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerFireBallAttack3D(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerHipDropDemoTrigger(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerHipDropHipDropSwitch(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerItemGet2D(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerJumpTakeOffFloor(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerObjectWallHit(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerObjLeapFrog(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerPenguinAttack(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerPenguinAttackReflect(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerPoleClimbKeep(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerPoleClimbReaction(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerRabbitGet(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerRollingObjHit(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerRollingWallHitDown(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerRollingWallHitMove(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerStartGrabCeil(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerStartWallJump(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerEndGrabCeil(al::HitSensor*, al::HitSensor*); 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*); bool sendMsgPukupukuDash(al::HitSensor*, al::HitSensor*); bool sendMsgPukupukuKiss(al::HitSensor*, al::HitSensor*); bool sendMsgPukupukuRollingAttack(al::HitSensor*, al::HitSensor*); bool sendMsgPush2D(al::HitSensor*, al::HitSensor*); bool sendMsgPushToFish(al::HitSensor*, al::HitSensor*); bool sendMsgPushToMotorcycle(al::HitSensor*, al::HitSensor*); bool sendMsgPushToPlayer(al::HitSensor*, al::HitSensor*); 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*); bool sendMsgImplantGrowFlowerSeed(al::HitSensor*, al::HitSensor*); bool sendMsgIcicleAttack(al::HitSensor*, al::HitSensor*); bool sendMsgIgnoreMirrorWarp(al::HitSensor*, al::HitSensor*); bool sendMsgIgnoredByRunawayNpc(al::HitSensor*, al::HitSensor*); bool sendMsgIgnorePushMotorcycle(al::HitSensor*, al::HitSensor*); bool sendMsgSandSharkAttack(al::HitSensor*, al::HitSensor*); bool sendMsgSeedAttack(al::HitSensor*, al::HitSensor*); bool sendMsgSeedAttackBig(al::HitSensor*, al::HitSensor*); bool sendMsgSeedAttackHold(al::HitSensor*, al::HitSensor*); bool sendMsgSeedItemGet(al::HitSensor*, al::HitSensor*); bool sendMsgSeedReflect(al::HitSensor*, al::HitSensor*); bool sendMsgSenobiTrample(al::HitSensor*, al::HitSensor*); bool sendMsgSenobiCancelStretch(al::HitSensor*, al::HitSensor*); bool sendMsgSenobiPunchBlockTransparent(al::HitSensor*, al::HitSensor*); bool sendMsgShibakenApproach(al::HitSensor*, al::HitSensor*); bool sendMsgShibakenKick(al::HitSensor*, al::HitSensor*); bool sendMsgHackUpperPunch(al::HitSensor*, al::HitSensor*); bool sendMsgHackObjUpperPunch(al::HitSensor*, al::HitSensor*); bool sendMsgShineGet(al::HitSensor*, al::HitSensor*); bool sendMsgShineGet2D(al::HitSensor*, al::HitSensor*); bool sendMsgSpherePush(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, float); bool sendMsgSphinxJumpAttack(al::HitSensor*, al::HitSensor*); bool sendMsgSphinxQuizRouteKill(al::HitSensor*, al::HitSensor*); bool sendMsgSphinxRideAttack(al::HitSensor*, al::HitSensor*); bool sendMsgSphinxRideAttackReflect(al::HitSensor*, al::HitSensor*); bool sendMsgPechoSpot(al::HitSensor*, al::HitSensor*); bool sendMsgBelowObjBroken(al::HitSensor*, al::HitSensor*); bool sendMsgBindCollidedGround(al::HitSensor*, al::HitSensor*); bool sendMsgBindKeepDemoStart(al::HitSensor*, al::HitSensor*); bool sendMsgBindKeepDemoExecute(al::HitSensor*, al::HitSensor*); bool sendMsgBindKeepDemoEnd(al::HitSensor*, al::HitSensor*); bool sendMsgBindRecoveryLife(al::HitSensor*, al::HitSensor*); bool sendMsgMayorItemReflect(al::HitSensor*, al::HitSensor*); bool sendMsgMayorItemCollide(al::HitSensor*, al::HitSensor*); bool sendMsgBlowObjAttack(al::HitSensor*, al::HitSensor*); bool sendMsgBlowObjAttackReflect(al::HitSensor*, al::HitSensor*); bool sendMsgConfirmFrailBox(al::HitSensor*, al::HitSensor*); bool sendMsgConfirmBrokenFrailBox(al::HitSensor*, al::HitSensor*); bool sendMsgTankLookOn(al::HitSensor*, al::HitSensor*); bool sendMsgTankKickHack(al::HitSensor*, al::HitSensor*); bool sendMsgTankKickEnemy(al::HitSensor*, al::HitSensor*); bool sendMsgTankBullet(al::HitSensor*, al::HitSensor*); bool sendMsgTankBulletNoReaction(al::HitSensor*, al::HitSensor*); bool sendMsgTimerAthleticDemoStart(al::LiveActor*); bool sendMsgRideOnStart(al::HitSensor*, al::HitSensor*); bool sendMsgRideOnEnd(al::HitSensor*, al::HitSensor*); bool sendMsgRideOnRelease(al::HitSensor*, al::HitSensor*); bool sendMsgHipDropTransformTransform(al::HitSensor*, al::HitSensor*); bool sendMsgHipDropTransformReverse(al::HitSensor*, al::HitSensor*); bool sendMsgHipDropTransformingUp(al::HitSensor*, al::HitSensor*); bool sendMsgHipDropTransformingDown(al::HitSensor*, al::HitSensor*); bool sendMsgHipDropTransformingFinish(al::HitSensor*, al::HitSensor*); bool sendMsgClearFire(al::HitSensor*, al::HitSensor*); bool sendMsgCollectAnimalTouchCollide(al::HitSensor*, al::HitSensor*); bool sendMsgBossKnuckleCounter(al::HitSensor*, al::HitSensor*); bool sendMsgBossKnuckleFallAttack(al::HitSensor*, al::HitSensor*); bool sendMsgBossKnuckleHackAttack(al::HitSensor*, al::HitSensor*); bool sendMsgBossKnuckleKillerAttack(al::HitSensor*, al::HitSensor*); bool sendMsgBossKnuckleIceConflict(al::HitSensor*, al::HitSensor*); bool sendMsgBossKnuckleIceFallToMummy(al::HitSensor*, al::HitSensor*); bool sendMsgSkaterAttack(al::HitSensor*, al::HitSensor*); bool sendMsgEnableInSaucePan(al::HitSensor*, al::HitSensor*); bool sendMsgEnableMapCheckPointWarp(al::HitSensor*, al::HitSensor*); bool sendMsgStartInSaucePan(al::HitSensor*, al::HitSensor*, bool); bool sendMsgEndInSaucePan(al::HitSensor*, al::HitSensor*); bool sendMsgLineDancerLink(al::HitSensor*, al::HitSensor*); bool sendMsgLongPushSensorHit(al::HitSensor*, al::HitSensor*); bool sendMsgLongPushBoxHit(al::HitSensor*, al::HitSensor*); bool sendMsgGoldHammerAttack(al::HitSensor*, al::HitSensor*); bool sendMsgTrashBoxIn(al::HitSensor*, al::HitSensor*); bool sendMsgTouchDoorDrumn(al::HitSensor*, al::HitSensor*); bool sendMsgKuribo2DTouch(al::HitSensor*, al::HitSensor*); bool sendMsgKuriboCollisionDamage(al::HitSensor*, al::HitSensor*); bool sendMsgKuriboCollisionKill(al::HitSensor*, al::HitSensor*); bool sendMsgKuriboFlick(al::HitSensor*, al::HitSensor*); bool sendMsgKuriboTowerOn(al::HitSensor*, al::HitSensor*, uint); bool sendMsgPartyPopperSoundAttack(al::HitSensor*, al::HitSensor*); bool sendMsgYokinBallAttack(al::HitSensor*, al::HitSensor*); bool sendMsgYoshiDirectEat(al::HitSensor*, al::HitSensor*); bool sendMsgYoshiTongueAttack(al::HitSensor*, al::HitSensor*); bool sendMsgYoshiTongueEatBind(al::HitSensor*, al::HitSensor*, float*, float*, float*); bool sendMsgYoshiTongueEatBindCancel(al::HitSensor*, al::HitSensor*); bool sendMsgYoshiTongueEatBindFinish(al::HitSensor*, al::HitSensor*); bool sendMsgYoshiTongueEatHomingTarget(al::HitSensor*, al::HitSensor*); bool sendMsgYukimaruPush(al::HitSensor*, al::HitSensor*); bool sendMsgPunchMachinePunchStraight(al::HitSensor*, al::HitSensor*); bool sendMsgPunchMachinePunchHook(al::HitSensor*, al::HitSensor*); bool sendMsgPunchMachinePunchUpper(al::HitSensor*, al::HitSensor*); bool sendMsgMorningStarWarpStart(al::HitSensor*, al::HitSensor*); bool sendMsgMorningStarWarpEnd(al::HitSensor*, al::HitSensor*); bool sendMsgGemyAim(al::HitSensor*, al::HitSensor*); bool sendMsgHammerBrosHammerEnemyAttack(al::HitSensor*, al::HitSensor*); bool sendMsgHammerBrosHammerHackAttack(al::HitSensor*, al::HitSensor*); bool sendMsgHammerBrosHammerSearch(al::HitSensor*, al::HitSensor*); bool sendMsgHackBrosContact(al::HitSensor*, al::HitSensor*); bool sendMsgMotorcycleAttack(al::HitSensor*, al::HitSensor*); bool sendMsgMotorcycleCollideParkingLot(al::HitSensor*, al::HitSensor*); bool sendMsgMotorcycleDashAttack(al::HitSensor*, al::HitSensor*); bool sendMsgMotorcycleDashCollide(al::HitSensor*, al::HitSensor*); bool sendMsgWanwanEnemyAttack(al::HitSensor*, al::HitSensor*); bool sendMsgWanwanPush(al::HitSensor*, al::HitSensor*); bool sendMsgWanwanReboundAttack(al::HitSensor*, al::HitSensor*); bool sendMsgWanwanBlockAttack(al::HitSensor*, al::HitSensor*); bool sendMsgWanwanHoleIn(al::HitSensor*, al::HitSensor*); bool sendMsgWaterRoadIn(al::HitSensor*, al::HitSensor*); bool sendMsgWaterRoadNear(al::HitSensor*, al::HitSensor*); bool sendMsgBreedaSlap(al::HitSensor*, al::HitSensor*); bool sendMsgBreedaPush(al::HitSensor*, al::HitSensor*); bool sendMsgGamaneBullet(al::HitSensor*, al::HitSensor*); bool sendMsgGamaneBulletThrough(al::HitSensor*, al::HitSensor*); bool sendMsgGamaneBulletForCoinFlower(al::HitSensor*, al::HitSensor*); bool sendMsgVolleyballNpcScareByEnemy(al::HitSensor*, al::HitSensor*); bool sendMsgRocketFlowerExtension(al::HitSensor*, al::HitSensor*); bool sendMsgWanderBossCameraRange(al::HitSensor*, al::HitSensor*); bool sendMsgKuriboGirlAttack(al::HitSensor*, al::HitSensor*); bool sendMsgKuriboGirlLove(al::HitSensor*, al::HitSensor*); bool sendMsgKuriboTop(al::HitSensor*, al::HitSensor*); bool sendMsgTRexAttack(al::HitSensor*, al::HitSensor*); bool sendMsgTRexAttackCollideBody(al::HitSensor*, al::HitSensor*); bool sendMsgTRexAttackCollideHead(al::HitSensor*, al::HitSensor*); bool sendMsgTRexDashAttack(al::HitSensor*, al::HitSensor*); bool sendMsgTRexScrollPartsBreakWith(al::HitSensor*, al::HitSensor*); bool sendMsgTsukkunNoTrace(al::HitSensor*, al::HitSensor*); bool sendMsgTouchFireDrum2D(al::HitSensor*, al::HitSensor*); bool sendMsgPropellerAttack(al::HitSensor*, al::HitSensor*); bool sendMsgTankExplosion(al::HitSensor*, al::HitSensor*); bool sendMsgTankHackTrample(al::HitSensor*, al::HitSensor*); 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*); 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*); bool sendMsgFishingUpImmediately(al::HitSensor*, al::HitSensor*, sead::Matrix34 const&, sead::Vector3 const&, char const*); bool sendMsgGunetterPush(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, float); bool sendMsgTestPunch(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, int, int); bool sendMsgTestPunchStrong(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, int, int); bool sendMsgPunchGuard(al::HitSensor*, al::HitSensor*, int, int); bool sendMsgTsukkunThrust(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, int, bool); bool sendMsgTsukkunThrustSpin(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, int, bool); bool sendMsgTsukkunThrustReflect(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, int, bool); bool sendMsgTsukkunThrustCollide(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, int, bool); bool sendMsgTsukkunThrustHitReflectCollide(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, int, bool); bool sendMsgTsukkunThrustReflectCollide(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, int, bool); bool sendMsgTsukkunThrustHole(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 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 const*); // bool sendMsgInitTouchTargetInfo(al::ScreenPointer*, al::ScreenPointTarget*, TouchTargetInfo*, // sead::Vector3 const*); bool sendMsgCollisionImpulse(al::HitSensor*, al::HitSensor*, sead::Vector3*, sead::Vector3 const&, float, sead::Vector3 const&, float); // bool sendMsgWhipHold(al::HitSensor*, al::HitSensor*, WhipTargetInfo*); // bool sendMsgWhipBind(al::HitSensor*, al::HitSensor*, WhipTargetInfo*); bool sendMsgWhipThrow(al::HitSensor*, al::HitSensor*, sead::Vector3 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 const&, sead::Vector3 const&); bool sendMsgCapRethrow(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 const&, sead::Vector3 const&); bool sendMsgCapRethrowReturnOnly(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 const&, sead::Vector3 const&); bool sendMsgCapChangeGiant(al::HitSensor*, al::HitSensor*, float, int); bool sendMsgPackunEatCancel(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 const&); bool sendMsgPackunEatEnd(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 const&); bool sendMsgPackunEatStartFollow(al::HitSensor*, al::HitSensor*, sead::Vector3 const*); bool sendMsgFireBlowerAttack(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 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 const&,int); bool sendMsgCheckPaintAlpha(al::HitSensor*, al::HitSensor*, sead::Vector3 const&); bool sendMsgByugoBlow(al::HitSensor*, al::HitSensor*, sead::Vector3 const&); bool sendMsgHackDirectStageInit(al::HitSensor*, al::HitSensor*, IUsePlayerHack*); bool sendMsgObjSnapForce(al::HitSensor*, al::HitSensor*, sead::Vector3 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*); bool sendMsgHosuiTrampleReflectHigh(al::HitSensor*, al::HitSensor*); bool sendMsgBubbleAttack(al::HitSensor*, al::HitSensor*); bool sendMsgBubbleAttackToPecho(al::HitSensor*, al::HitSensor*); bool sendMsgBubbleReflectH(al::HitSensor*, al::HitSensor*); bool sendMsgBubbleReflectV(al::HitSensor*, al::HitSensor*); bool sendMsgBubbleWallTouch(al::HitSensor*, al::HitSensor*); bool sendMsgBubbleGroundTouchTrigger(al::HitSensor*, al::HitSensor*); bool sendMsgBubbleLauncherStart(al::HitSensor*, al::HitSensor*); bool sendMsgSenobiPartsMove(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, float); bool sendMsgStampTo2D(al::HitSensor*, al::HitSensor*, sead::Vector3 const&); bool sendMsgAirExplosion(al::HitSensor*, al::HitSensor*, sead::Vector3 const&); bool sendMsgPushVelocity(al::HitSensor*, al::HitSensor*, sead::Vector3 const&); bool sendMsgGhostRecordStartOk(al::HitSensor*, al::HitSensor*, char const*); bool sendMsgSandGeyserRaise(al::HitSensor*, al::HitSensor*, float, float); bool sendMsgRaceWait(al::LiveActor*); bool sendMsgRaceStart(al::LiveActor*); bool sendMsgRaceStop(al::LiveActor*); bool sendMsgRaceReturnToCourse(al::LiveActor*, sead::Vector3 const&, sead::Vector3 const&); bool sendMsgPlayerLookAtPosition(al::HitSensor*, al::HitSensor*, sead::Vector3*); bool sendMsgTargetMarkerPosition(al::HitSensor*, al::HitSensor*, sead::Vector3*); bool sendMsgHackBlowJump(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, float); bool sendMsgGolemStampPushV(al::HitSensor*, al::HitSensor*, float); bool sendMsgGolemStampPushH(al::HitSensor*, al::HitSensor*, float); bool sendMsgRequestPlayerWaitAnimDigPoint(al::HitSensor*, al::HitSensor*); // bool sendMsgEventFlowScareCheck(al::HitSensor*, al::HitSensor*, al::EventFlowExecutor*); bool sendMsgPlayerItemGetAll(al::HitSensor*, al::HitSensor*); bool sendMsgPlayerItemGetAll2D(al::HitSensor*, al::HitSensor*); bool sendMsgTRexAttackAll(al::HitSensor*, al::HitSensor*); bool sendMsgSeedTouch(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 const&); bool sendMsgSphinxRideAttackTouchThrough(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 const&); bool sendMsgSphinxRideAttackTouch(al::HitSensor*, al::HitSensor*, sead::Vector3 const&, sead::Vector3 const&); bool sendMsgBlockUpperPunch2D(al::HitSensor*, al::HitSensor*); bool sendMsgGotogotonOn(al::HitSensor*, al::HitSensor*); // bool sendMsgGotogotonGetJumpPath(al::HitSensor*, al::HitSensor*, al::ParabolicPath*); bool sendMsgGotogotonGoalExist(al::HitSensor*, al::HitSensor*); // bool sendMsgGotogotonGoalMatch(al::HitSensor*, al::HitSensor*, GotogotonMark const*); bool sendMsgBossMagmaBreathForce(al::HitSensor*, al::HitSensor*, sead::Vector3 const&); bool sendMsgBossMagmaCatchPlayer(al::HitSensor*, al::HitSensor*); bool sendMsgBossMagmaReleasePlayer(al::HitSensor*, al::HitSensor*); bool sendMsgBossMagmaDeadDemoStart(al::HitSensor*, al::HitSensor*); bool sendMsgBossMagmaDeadDemoEnd(al::HitSensor*, al::HitSensor*, sead::Vector3 const&); bool sendMsgBossMagmaResetPos(al::HitSensor*, al::HitSensor*, sead::Vector3 const&); bool sendMsgBossMagmaQueryToBubble(al::HitSensor*, al::HitSensor*); 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**); bool sendMsgTransferHack(al::HitSensor*, al::HitSensor*); bool sendMsgRequestTransferHack(al::HitSensor*, al::HitSensor*); bool sendMsgInitHack(al::HitSensor*, al::HitSensor*); bool sendMsgEndHack(al::HitSensor*, al::HitSensor*, HackEndParam const*); bool sendMsgNpcScareByEnemy(al::HitSensor*, al::HitSensor*, int); } // namespace rs