mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-25 04:35:17 +00:00
1020 lines
58 KiB
C++
1020 lines
58 KiB
C++
#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 <sead/math/seadVector.h>
|
|
|
|
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<float> 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<float> const&,
|
|
sead::Vector3<float> const&, char const*);
|
|
bool sendMsgGunetterPush(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, float);
|
|
bool sendMsgTestPunch(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, int);
|
|
bool sendMsgTestPunchStrong(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, int);
|
|
bool sendMsgPunchGuard(al::HitSensor*, al::HitSensor*, int, int);
|
|
bool sendMsgTsukkunThrust(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, bool);
|
|
bool sendMsgTsukkunThrustSpin(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
|
|
bool);
|
|
bool sendMsgTsukkunThrustReflect(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
|
|
bool);
|
|
bool sendMsgTsukkunThrustCollide(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
|
|
bool);
|
|
bool sendMsgTsukkunThrustHitReflectCollide(al::HitSensor*, al::HitSensor*,
|
|
sead::Vector3<float> const&, int, bool);
|
|
bool sendMsgTsukkunThrustReflectCollide(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
int, bool);
|
|
bool sendMsgTsukkunThrustHole(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
sead::Vector3<float> 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<float> const*);
|
|
// bool sendMsgInitTouchTargetInfo(al::ScreenPointer*, al::ScreenPointTarget*, TouchTargetInfo*,
|
|
// sead::Vector3<float> const*);
|
|
bool sendMsgCollisionImpulse(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*,
|
|
sead::Vector3<float> const&, float, sead::Vector3<float> const&,
|
|
float);
|
|
// bool sendMsgWhipHold(al::HitSensor*, al::HitSensor*, WhipTargetInfo*);
|
|
// bool sendMsgWhipBind(al::HitSensor*, al::HitSensor*, WhipTargetInfo*);
|
|
bool sendMsgWhipThrow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> 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<float> const&,
|
|
sead::Vector3<float> const&);
|
|
bool sendMsgCapRethrow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
sead::Vector3<float> const&, sead::Vector3<float> const&);
|
|
bool sendMsgCapRethrowReturnOnly(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
sead::Vector3<float> const&, sead::Vector3<float> const&);
|
|
bool sendMsgCapChangeGiant(al::HitSensor*, al::HitSensor*, float, int);
|
|
bool sendMsgPackunEatCancel(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
sead::Vector3<float> const&);
|
|
bool sendMsgPackunEatEnd(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
sead::Vector3<float> const&);
|
|
bool sendMsgPackunEatStartFollow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const*);
|
|
bool sendMsgFireBlowerAttack(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
sead::Vector3<float> 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<float> const&,int);
|
|
bool sendMsgCheckPaintAlpha(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
|
|
bool sendMsgByugoBlow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
|
|
bool sendMsgHackDirectStageInit(al::HitSensor*, al::HitSensor*, IUsePlayerHack*);
|
|
bool sendMsgObjSnapForce(al::HitSensor*, al::HitSensor*, sead::Vector3<float> 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<float> const&, float);
|
|
bool sendMsgStampTo2D(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
|
|
bool sendMsgAirExplosion(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
|
|
bool sendMsgPushVelocity(al::HitSensor*, al::HitSensor*, sead::Vector3<float> 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<float> const&,
|
|
sead::Vector3<float> const&);
|
|
bool sendMsgPlayerLookAtPosition(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*);
|
|
bool sendMsgTargetMarkerPosition(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*);
|
|
bool sendMsgHackBlowJump(al::HitSensor*, al::HitSensor*, sead::Vector3<float> 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<float> const&,
|
|
sead::Vector3<float> const&);
|
|
bool sendMsgSphinxRideAttackTouchThrough(al::HitSensor*, al::HitSensor*,
|
|
sead::Vector3<float> const&, sead::Vector3<float> const&);
|
|
bool sendMsgSphinxRideAttackTouch(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
|
|
sead::Vector3<float> 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<float> 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<float> const&);
|
|
bool sendMsgBossMagmaResetPos(al::HitSensor*, al::HitSensor*, sead::Vector3<float> 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
|