#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 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 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