mirror of
https://github.com/CraftyBoss/SuperMarioOdysseyOnline.git
synced 2024-11-05 11:15:04 +00:00
1020 lines
58 KiB
C++
1020 lines
58 KiB
C++
#pragma once
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#include "al/sensor/HitSensor.h"
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#include "al/sensor/HitSensorKeeper.h"
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#include "al/sensor/SensorHitGroup.h"
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#include "al/LiveActor/LiveActor.h" // for SensorMsg
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#include "game/Interfaces/IUsePlayerHack.h"
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#include "game/Player/PlayerHackKeeper.h"
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#include <sead/math/seadVector.h>
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namespace rs
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{
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void setAppearItemFactorAndOffsetByMsg(al::LiveActor const*, al::SensorMsg const*,
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al::HitSensor const*);
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bool isMsgBreakBySword(al::SensorMsg const*);
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bool isMsgStatueDrop(al::SensorMsg const*);
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bool isMsgHackerDamageAndCancel(al::SensorMsg const*);
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bool isMsgEnableMapCheckPointWarpCollidedGround(al::SensorMsg const*, al::LiveActor const*);
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bool isMsgEnableMapCheckPointWarpCollidedGround(al::SensorMsg const*, IUsePlayerCollision const*);
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bool isMsgAckCheckpoint(al::SensorMsg const*);
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bool isMsgAckGetShine(al::SensorMsg const*);
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bool isMsgAckLifeUp(al::SensorMsg const*);
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bool isMsgAckLifeMaxUp(al::SensorMsg const*);
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bool isMsgAskRailCollision(al::SensorMsg const*);
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bool isMsgAttachCactusNeedle(al::SensorMsg const*);
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bool isMsgAirExplosion(al::SensorMsg const*);
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bool isMsgBelowObjBroken(al::SensorMsg const*);
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bool isMsgBindCollidedGround(al::SensorMsg const*);
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bool isMsgBindKeepDemoStart(al::SensorMsg const*);
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bool isMsgBindKeepDemoExecute(al::SensorMsg const*);
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bool isMsgBindKeepDemoEnd(al::SensorMsg const*);
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bool isMsgBindRecoveryLife(al::SensorMsg const*);
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bool isMsgBirdFlyAway(al::SensorMsg const*);
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bool isMsgBlowObjAttack(al::SensorMsg const*);
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bool isMsgMayorItemCollide(al::SensorMsg const*);
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bool isMsgMayorItemReflect(al::SensorMsg const*);
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bool isMsgBlowObjAttackReflect(al::SensorMsg const*);
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bool isMsgBossKnuckleCounter(al::SensorMsg const*);
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bool isMsgBossKnuckleFallAttack(al::SensorMsg const*);
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bool isMsgBossKnuckleHackAttack(al::SensorMsg const*);
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bool isMsgBossKnuckleIceConflict(al::SensorMsg const*);
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bool isMsgBossKnuckleIceFallToMummy(al::SensorMsg const*);
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bool isMsgBossKnuckleKillerAttack(al::SensorMsg const*);
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bool isMsgBreakPartsBreak(al::SensorMsg const*);
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bool isMsgBreedaSlap(al::SensorMsg const*);
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bool isMsgBreedaPush(al::SensorMsg const*);
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bool isMsgBubbleAttack(al::SensorMsg const*);
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bool isMsgBubbleAttackToPecho(al::SensorMsg const*);
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bool isMsgBubbleLauncherStart(al::SensorMsg const*);
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bool isMsgBubbleReflectH(al::SensorMsg const*);
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bool isMsgBubbleReflectV(al::SensorMsg const*);
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bool isMsgBubbleWallTouch(al::SensorMsg const*);
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bool isMsgBubbleGroundTouchTrigger(al::SensorMsg const*);
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bool isMsgBullAttack(al::SensorMsg const*);
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bool isMsgBullHackAttack(al::SensorMsg const*);
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bool isMsgBullEnemyAttack(al::SensorMsg const*);
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bool isMsgByugoBlow(al::SensorMsg const*);
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bool isMsgCameraAngleElevationResetFast(al::SensorMsg const*);
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bool isMsgCancelHack(al::SensorMsg const*);
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bool isMsgCancelHackArea(al::SensorMsg const*);
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bool isMsgCancelHackByDokan(al::SensorMsg const*);
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bool isMsgCapAttack(al::SensorMsg const*);
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bool isMsgCapAttackCollide(al::SensorMsg const*);
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bool isMsgCapAttackRailMove(al::SensorMsg const*);
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bool isMsgCapAttackStayRolling(al::SensorMsg const*);
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bool isMsgCapAttackStayRollingCollide(al::SensorMsg const*);
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bool isMsgCapBeamerBeam(al::SensorMsg const*);
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bool isMsgCapCancelLockOn(al::SensorMsg const*);
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bool isMsgCapChangeGiant(al::SensorMsg const*);
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bool isMsgCapEnableLockOn(al::SensorMsg const*);
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bool isMsgCapStartLockOn(al::SensorMsg const*);
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bool isMsgCapKeepLockOn(al::SensorMsg const*);
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bool isMsgCapGiantAttack(al::SensorMsg const*);
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bool isMsgCapHipDrop(al::SensorMsg const*);
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bool isMsgCapObjHipDrop(al::SensorMsg const*);
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bool isMsgCapObjHipDropReflect(al::SensorMsg const*);
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bool isMsgCapIgnoreCancelLockOn(al::SensorMsg const*);
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bool isMsgCapIgnoreCancelMissReaction(al::SensorMsg const*);
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bool isMsgCapIgnoreCollisionCheck(al::SensorMsg const*);
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bool isMsgCapItemGet(al::SensorMsg const*);
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bool isMsgCapReflect(al::SensorMsg const*);
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bool isMsgCapReflectCollide(al::SensorMsg const*);
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bool isMsgCapRethrow(al::SensorMsg const*);
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bool isMsgCapTouchWall(al::SensorMsg const*);
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bool isMsgCapTrampolineAttack(al::SensorMsg const*);
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bool isMsgCatchBombThrough(al::SensorMsg const*);
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bool isMsgCheckCarObstacle(al::SensorMsg const*);
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bool isMsgCheckIsCardboardBox(al::SensorMsg const*);
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bool isMsgChorobonAttack(al::SensorMsg const*);
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bool isMsgClearFire(al::SensorMsg const*);
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bool isMsgCollectAnimalTouchCollide(al::SensorMsg const*);
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bool isMsgCollisionImpulse(al::SensorMsg const*);
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bool isMsgConductLightning(al::SensorMsg const*);
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bool isMsgConfirmFrailBox(al::SensorMsg const*);
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bool isMsgConfirmBrokenFrailBox(al::SensorMsg const*);
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bool isMsgDamageBallAttack(al::SensorMsg const*);
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bool isMsgDamageBallBodyAttack(al::SensorMsg const*);
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bool isMsgDigPointSmell(al::SensorMsg const*);
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bool isMsgDonsukeAttack(al::SensorMsg const*);
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bool isMsgDonsukeGroundAttack(al::SensorMsg const*);
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bool isMsgDonsukePush(al::SensorMsg const*);
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bool isMsgDragonAttack(al::SensorMsg const*);
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bool isMsgEatExplosion(al::SensorMsg const*);
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bool isMsgElectricWireNoLimitDistance(al::SensorMsg const*);
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bool isMsgEnableInSaucePan(al::SensorMsg const*);
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bool isMsgEnableMapCheckPointWarp(al::SensorMsg const*);
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bool isMsgEndInSaucePan(al::SensorMsg const*);
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bool isMsgEnemyAttack2D(al::SensorMsg const*);
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bool isMsgEnemyAttack3D(al::SensorMsg const*);
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bool isMsgEnemyAttackDash(al::SensorMsg const*);
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bool isMsgFireBrosFireBallCollide(al::SensorMsg const*);
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bool isMsgFireDamageAll(al::SensorMsg const*);
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bool isMsgHackAttackFire(al::SensorMsg const*);
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bool isMsgFireSwitchFire(al::SensorMsg const*);
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bool isMsgEnemyAttackFireCollision(al::SensorMsg const*);
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bool isMsgEnemyAttackTRex(al::SensorMsg const*);
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bool isMsgPoisonDamageAll(al::SensorMsg const*);
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bool isMsgEnemyAttackPoison(al::SensorMsg const*);
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bool isMsgHackAttackPoison(al::SensorMsg const*);
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bool isMsgPaintAttackPoison(al::SensorMsg const*);
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bool isMsgConfirmPaintObj(al::SensorMsg const*);
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bool isMsgConfirmPaintObjForSeed(al::SensorMsg const*);
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bool isMsgEnemyAttackStrong(al::SensorMsg const*);
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bool isMsgEnemyKick(al::SensorMsg const*);
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bool isMsgRabbitKick(al::SensorMsg const*);
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bool isMsgEnemyObjBreak(al::SensorMsg const*);
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bool isMsgFireBlowerAttack(al::SensorMsg const*);
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bool isMsgFishingAttack(al::SensorMsg const*);
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bool isMsgFishingCancel(al::SensorMsg const*);
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bool isMsgFishingFishApproach(al::SensorMsg const*);
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bool isMsgFishingFishFloatTouch(al::SensorMsg const*);
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bool isMsgFishingItemGet(al::SensorMsg const*);
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bool isMsgFishingLineTouch(al::SensorMsg const*);
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bool isMsgFishingStart(al::SensorMsg const*);
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bool isMsgFishingUpImmediately(al::SensorMsg const*);
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bool isMsgFishingUpImmediatelyPrepare(al::SensorMsg const*);
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bool isMsgFishingWait(al::SensorMsg const*);
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bool isMsgFrogHackTrample(al::SensorMsg const*);
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bool isMsgGamaneBullet(al::SensorMsg const*);
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bool isMsgGamaneBulletThrough(al::SensorMsg const*);
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bool isMsgGamaneBulletForCoinFlower(al::SensorMsg const*);
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bool isMsgGemyAim(al::SensorMsg const*);
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bool isMsgGhostCancel(al::SensorMsg const*);
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bool isMsgGhostPlay(al::SensorMsg const*);
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bool isMsgGhostRecordEnd(al::SensorMsg const*);
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bool isMsgGhostRecordStart(al::SensorMsg const*);
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bool isMsgGhostRecordStartOk(al::SensorMsg const*);
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bool isMsgGhostReverse(al::SensorMsg const*);
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bool isMsgGhostStop(al::SensorMsg const*);
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bool isMsgGiantWanderBossAttack(al::SensorMsg const*);
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bool isMsgGiantWanderBossBulletAttack(al::SensorMsg const*);
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bool isMsgGiantWanderBossBulletPush(al::SensorMsg const*);
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bool isMsgGoldHammerAttack(al::SensorMsg const*);
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bool isMsgGrowFlowerSeedDisablePush(al::SensorMsg const*);
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bool isMsgGrowFlowerSeedNear(al::SensorMsg const*);
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bool isMsgGrowPlantPush(al::SensorMsg const*);
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bool isMsgGrowerAttack(al::SensorMsg const*);
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bool isMsgGrowerWallAttack(al::SensorMsg const*);
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bool isMsgGunetterAttack(al::SensorMsg const*);
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bool isMsgGunetterBodyTouch(al::SensorMsg const*);
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bool isMsgGunetterPush(al::SensorMsg const*);
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bool isMsgHackAttack(al::SensorMsg const*);
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bool isMsgHackAttackKick(al::SensorMsg const*);
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bool isMsgHackAttackMapObj(al::SensorMsg const*);
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bool isMsgHackBrosContact(al::SensorMsg const*);
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bool isMsgHackDeathAreaSelfCheck(al::SensorMsg const*);
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bool isMsgHackDemoEnd(al::SensorMsg const*);
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bool isMsgHackDemoStart(al::SensorMsg const*);
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bool isMsgHackInvalidEscape(al::SensorMsg const*);
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bool isMsgHackInvalidEscapeNoReaction(al::SensorMsg const*);
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bool isMsgHackMarioCheckpointFlagWarp(al::SensorMsg const*);
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bool isMsgHackMarioDead(al::SensorMsg const*);
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bool isMsgHackMarioDemo(al::SensorMsg const*);
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bool isMsgHackMarioInWater(al::SensorMsg const*);
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bool isMsgHackMoveRockForestPush(al::SensorMsg const*);
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bool isMsgHackSelfCeilingCheckMiss(al::SensorMsg const*);
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bool isMsgHackSyncDamageVisibility(al::SensorMsg const*);
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bool isMsgHackUpperPunch(al::SensorMsg const*);
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bool isMsgHackObjUpperPunch(al::SensorMsg const*);
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bool isMsgHammerAttackDown(al::SensorMsg const*);
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bool isMsgHammerAttackSide(al::SensorMsg const*);
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bool isMsgHammerAttackSideCollide(al::SensorMsg const*);
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bool isMsgHammerBrosHammerEnemyAttack(al::SensorMsg const*);
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bool isMsgHammerBrosHammerHackAttack(al::SensorMsg const*);
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bool isMsgHammerBrosHammerSearch(al::SensorMsg const*);
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bool isMsgHipDropTransformReverse(al::SensorMsg const*);
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bool isMsgHipDropTransformTransform(al::SensorMsg const*);
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bool isMsgHipDropTransformingUp(al::SensorMsg const*);
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bool isMsgHipDropTransformingDown(al::SensorMsg const*);
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bool isMsgHipDropTransformingFinish(al::SensorMsg const*);
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bool isMsgHitGrowFlowerPot(al::SensorMsg const*);
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bool isMsgHitGrowPlantPot(al::SensorMsg const*);
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bool isMsgHosuiAttack(al::SensorMsg const*);
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bool isMsgHosuiAttackCollide(al::SensorMsg const*);
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bool isMsgHosuiAttackNoEffect(al::SensorMsg const*);
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bool isMsgHosuiAttackStrong(al::SensorMsg const*);
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bool isMsgHosuiTouch(al::SensorMsg const*);
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bool isMsgHosuiTrample(al::SensorMsg const*);
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bool isMsgHosuiTrampleReflect(al::SensorMsg const*);
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bool isMsgHosuiTrampleReflectHigh(al::SensorMsg const*);
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bool isMsgIgnoreTouchTarget(al::SensorMsg const*);
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bool isMsgIgnorePushMotorcycle(al::SensorMsg const*);
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bool isMsgIcicleAttack(al::SensorMsg const*);
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bool isMsgIgnoreMirrorWarp(al::SensorMsg const*);
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bool isMsgIgnoredByRunawayNpc(al::SensorMsg const*);
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bool isMsgImplantGrowFlowerSeed(al::SensorMsg const*);
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bool isMsgInitTouchTargetInfo(al::SensorMsg const*);
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bool isMsgItemAmiiboKoopa(al::SensorMsg const*);
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bool isMsgIsExistPukupuku(al::SensorMsg const*);
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bool isMsgJangoAttack(al::SensorMsg const*);
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bool isMsgJangoRemoveCap(al::SensorMsg const*);
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bool isMsgKakkuKick(al::SensorMsg const*);
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bool isMsgKoopaBindStart(al::SensorMsg const*);
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bool isMsgKoopaCapPlayerFocusTarget(al::SensorMsg const*);
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bool isMsgKoopaCapPunchFinishL(al::SensorMsg const*);
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bool isMsgKoopaCapPunchFinishR(al::SensorMsg const*);
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bool isMsgKoopaCapPunchInvincibleL(al::SensorMsg const*);
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bool isMsgKoopaCapPunchInvincibleR(al::SensorMsg const*);
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bool isMsgKoopaCapPunchKnockBackL(al::SensorMsg const*);
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bool isMsgKoopaCapPunchKnockBackR(al::SensorMsg const*);
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bool isMsgKoopaCapPunchL(al::SensorMsg const*);
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bool isMsgKoopaCapPunchR(al::SensorMsg const*);
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bool isMsgKoopaCapSpinAttack(al::SensorMsg const*);
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bool isMsgKoopaCatchKoopaCap(al::SensorMsg const*);
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bool isMsgKoopaDashPunchAttack(al::SensorMsg const*);
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bool isMsgKoopaFire2D(al::SensorMsg const*);
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bool isMsgKoopaFireBallAttack(al::SensorMsg const*);
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bool isMsgKoopaHackDamage(al::SensorMsg const*);
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bool isMsgKoopaHackPunch(al::SensorMsg const*);
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bool isMsgKoopaHackPunchCollide(al::SensorMsg const*);
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bool isMsgKoopaHackTrample(al::SensorMsg const*);
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bool isMsgKoopaInvalidHackPunchFaceToCollision(al::SensorMsg const*);
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bool isMsgKoopaRingBeamInvalidTouch(al::SensorMsg const*);
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bool isMsgKoopaTailAttack(al::SensorMsg const*);
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bool isMsgKoopaTouchFloor(al::SensorMsg const*);
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bool isMsgKouraAttack2D(al::SensorMsg const*);
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bool isMsgKouraItemGet2D(al::SensorMsg const*);
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bool isMsgKuribo2DTouch(al::SensorMsg const*);
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bool isMsgKuriboCollisionDamage(al::SensorMsg const*);
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bool isMsgKuriboCollisionKill(al::SensorMsg const*);
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bool isMsgKuriboFlick(al::SensorMsg const*);
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bool isMsgKuriboGirlAttack(al::SensorMsg const*);
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bool isMsgKuriboGirlLove(al::SensorMsg const*);
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bool isMsgKuriboTop(al::SensorMsg const*);
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bool isMsgKuriboTowerNum(al::SensorMsg const*);
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bool isMsgLaunchBlow(al::SensorMsg const*);
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bool isMsgLineDancerLink(al::SensorMsg const*);
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bool isMsgLongPushSensorHit(al::SensorMsg const*);
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bool isMsgLongPushBoxHit(al::SensorMsg const*);
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bool isMsgMagnetBulletAttack(al::SensorMsg const*);
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bool isMsgMeganeAttack(al::SensorMsg const*);
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bool isMsgMeganeHackTrample(al::SensorMsg const*);
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bool isMsgMofumofuBodyChainExplode(al::SensorMsg const*);
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bool isMsgMofumofuBulletUnexplosion(al::SensorMsg const*);
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bool isMsgMoonBasementAttackMeteor(al::SensorMsg const*);
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bool isMsgMoonBasementBreakShockwaveMeteor(al::SensorMsg const*);
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bool isMsgMoonBasementRockSyncClippingRegist(al::SensorMsg const*);
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bool isMsgMoonBasementRockSyncClippingInvalidate(al::SensorMsg const*);
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bool isMsgMoonBasementRockSyncClippingValidate(al::SensorMsg const*);
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bool isMsgMoonBasementRockThroughCollision(al::SensorMsg const*);
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bool isMsgMorningStarWarpEnd(al::SensorMsg const*);
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bool isMsgMorningStarWarpStart(al::SensorMsg const*);
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bool isMsgMotorcycleAttack(al::SensorMsg const*);
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bool isMsgMotorcycleCollideParkingLot(al::SensorMsg const*);
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bool isMsgMotorcycleDashAttack(al::SensorMsg const*);
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bool isMsgMotorcycleDashCollide(al::SensorMsg const*);
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bool isMsgCactusNeedleAttack(al::SensorMsg const*);
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bool isMsgCactusNeedleAttackStrong(al::SensorMsg const*);
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bool isMsgNoLimitTouchJump(al::SensorMsg const*);
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bool isMsgNoticePlayerDamage(al::SensorMsg const*);
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bool isMsgNpcScareByEnemy(al::SensorMsg const*);
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bool isMsgVolleyballNpcScareByEnemy(al::SensorMsg const*);
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bool isMsgObjSnapForce(al::SensorMsg const*);
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bool isMsgPackunEatCancel(al::SensorMsg const*);
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bool isMsgPackunEatEnd(al::SensorMsg const*);
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bool isMsgPackunEatStart(al::SensorMsg const*);
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bool isMsgPackunEatStartFollow(al::SensorMsg const*);
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bool isMsgPaint(al::SensorMsg const*);
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bool isMsgPaintTexture(al::SensorMsg const*);
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bool isMsgCheckPaintClear(al::SensorMsg const*);
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bool isMsgCheckPaintAlpha(al::SensorMsg const*);
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bool isMsgPartyPopperSoundAttack(al::SensorMsg const*);
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bool isMsgPechoSpot(al::SensorMsg const*);
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bool isMsgPlayerBallToss(al::SensorMsg const*);
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bool isMsgPlayerCarryCameraSubjectiveStart(al::SensorMsg const*);
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bool isMsgPlayerCarryCameraSubjectiveEnd(al::SensorMsg const*);
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bool isMsgPlayerCarryShineGetStart(al::SensorMsg const*);
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bool isMsgPlayerCarryShineGetEnd(al::SensorMsg const*);
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bool isMsgPlayerCapCatch(al::SensorMsg const*);
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bool isMsgPlayerCapHipDrop(al::SensorMsg const*);
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bool isMsgPlayerCapPush(al::SensorMsg const*);
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bool isMsgPlayerCapRecovery(al::SensorMsg const*);
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bool isMsgPlayerCapTouchJump(al::SensorMsg const*);
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bool isMsgPlayerCapTrample(al::SensorMsg const*);
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bool isMsgPlayerCoinDashGet(al::SensorMsg const*);
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bool isMsgPlayerEyePriorityTarget(al::SensorMsg const*);
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bool isMsgPlayerDisregardHomingAttack(al::SensorMsg const*);
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bool isMsgPlayerDisregardTargetMarker(al::SensorMsg const*);
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bool isMsgPlayerEquipKoopaCap(al::SensorMsg const*);
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bool isMsgPlayerFireBallAttack2D(al::SensorMsg const*);
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bool isMsgPlayerFireBallAttack3D(al::SensorMsg const*);
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bool isMsgPlayerHipDropDemoTrigger(al::SensorMsg const*);
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bool isMsgPlayerHipDropHipDropSwitch(al::SensorMsg const*);
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bool isMsgPlayerItemGet2D(al::SensorMsg const*);
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bool isMsgPlayerJumpTakeOffFloor(al::SensorMsg const*);
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bool isMsgPlayerObjectWallHit(al::SensorMsg const*);
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bool isMsgPlayerObjLeapFrog(al::SensorMsg const*);
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bool isMsgPlayerPenguinAttack(al::SensorMsg const*);
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bool isMsgPlayerPenguinAttackReflect(al::SensorMsg const*);
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bool isMsgPlayerPoleClimbKeep(al::SensorMsg const*);
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bool isMsgPlayerPoleClimbReaction(al::SensorMsg const*);
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bool isMsgPlayerRabbitGet(al::SensorMsg const*);
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bool isMsgPlayerRollingObjHit(al::SensorMsg const*);
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bool isMsgPlayerRollingWallHitDown(al::SensorMsg const*);
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bool isMsgPlayerRollingWallHitMove(al::SensorMsg const*);
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bool isMsgPlayerStartGrabCeil(al::SensorMsg const*);
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bool isMsgPlayerStartWallJump(al::SensorMsg const*);
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bool isMsgPlayerEndGrabCeil(al::SensorMsg const*);
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bool isMsgPlayerSwordAttack(al::SensorMsg const*);
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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*);
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bool sendMsgMofumofuBulletUnexplosion(al::HitSensor*, al::HitSensor*);
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bool sendMsgMoonBasementAttackMeteor(al::HitSensor*, al::HitSensor*);
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bool sendMsgMoonBasementBreakShockwaveMeteor(al::HitSensor*, al::HitSensor*);
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bool sendMsgMoonBasementRockSyncClippingRegist(al::HitSensor*, al::HitSensor*);
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bool sendMsgMoonBasementRockSyncClippingInvalidate(al::HitSensor*, al::HitSensor*);
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bool sendMsgMoonBasementRockSyncClippingValidate(al::HitSensor*, al::HitSensor*);
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bool sendMsgAttachCactusNeedle(al::HitSensor*, al::HitSensor*);
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// bool sendMsgCactusNeedleAttack(al::HitSensor*, al::HitSensor*, al::ComboCounter*);
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// bool sendMsgCactusNeedleAttackStrong(al::HitSensor*, al::HitSensor*, al::ComboCounter*);
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bool sendMsgPlayerBallToss(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCarryCameraSubjectiveStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCarryCameraSubjectiveEnd(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCarryShineGetStart(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCarryShineGetEnd(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCapCatch(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCapHipDrop(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCapPush(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCapRecovery(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCapTouchJump(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCapTrample(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerCoinDashGet(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerEyePriorityTarget(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerDisregardHomingAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerDisregardTargetMarker(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerEquipKoopaCap(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerFireBallAttack2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerFireBallAttack3D(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerHipDropDemoTrigger(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerHipDropHipDropSwitch(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerItemGet2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerJumpTakeOffFloor(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerObjectWallHit(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerObjLeapFrog(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerPenguinAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerPenguinAttackReflect(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerPoleClimbKeep(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerPoleClimbReaction(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerRabbitGet(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerRollingObjHit(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerRollingWallHitDown(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerRollingWallHitMove(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerStartGrabCeil(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerStartWallJump(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerEndGrabCeil(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerSwordAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerTouchFloorJumpCode(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerTrample2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerUpperPunch2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgPlayerObjUpperPunch2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgPukupukuDash(al::HitSensor*, al::HitSensor*);
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bool sendMsgPukupukuKiss(al::HitSensor*, al::HitSensor*);
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bool sendMsgPukupukuRollingAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgPush2D(al::HitSensor*, al::HitSensor*);
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bool sendMsgPushToFish(al::HitSensor*, al::HitSensor*);
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bool sendMsgPushToMotorcycle(al::HitSensor*, al::HitSensor*);
|
|
bool sendMsgPushToPlayer(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgRadishAttack(al::HitSensor*, al::HitSensor*);
|
|
bool sendMsgRadishReflect(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgRequestChangeKinokoSuper(al::HitSensor*, al::HitSensor*);
|
|
bool sendMsgRequestChangeFireFlower(al::HitSensor*, al::HitSensor*);
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|
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*);
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|
bool sendMsgHackAttackKick(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgHackAttackMapObj(al::HitSensor*, al::HitSensor*);
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|
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*);
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|
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*);
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|
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*);
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bool sendMsgFishingUpImmediately(al::HitSensor*, al::HitSensor*, sead::Matrix34<float> const&,
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sead::Vector3<float> const&, char const*);
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bool sendMsgGunetterPush(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, float);
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bool sendMsgTestPunch(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, int);
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bool sendMsgTestPunchStrong(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, int);
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bool sendMsgPunchGuard(al::HitSensor*, al::HitSensor*, int, int);
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bool sendMsgTsukkunThrust(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int, bool);
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bool sendMsgTsukkunThrustSpin(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
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bool);
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bool sendMsgTsukkunThrustReflect(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
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bool);
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bool sendMsgTsukkunThrustCollide(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, int,
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bool);
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bool sendMsgTsukkunThrustHitReflectCollide(al::HitSensor*, al::HitSensor*,
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sead::Vector3<float> const&, int, bool);
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bool sendMsgTsukkunThrustReflectCollide(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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int, bool);
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bool sendMsgTsukkunThrustHole(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&);
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bool sendMsgTsukkunThroughCollide(al::HitSensor*, al::HitSensor*);
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bool sendMsgTsukkunHoldCollide(al::HitSensor*, al::HitSensor*);
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bool sendMsgTsukkunForceCancelCollide(al::HitSensor*, al::HitSensor*);
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bool sendMsgNetworkShootingShot(al::HitSensor*, al::HitSensor*, int);
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bool sendMsgNetworkShootingChargeShot(al::HitSensor*, al::HitSensor*, int);
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bool sendMsgRequestPlayerJumpBreakFloor(al::HitSensor*, al::HitSensor*);
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bool sendMsgRequestPlayerJump(al::HitSensor*, al::HitSensor*, float);
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bool sendMsgRequestPlayerTrampleJump(al::HitSensor*, al::HitSensor*, float);
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bool sendMsgRequestPlayerSpinJump(al::HitSensor*, al::HitSensor*, float);
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bool sendMsgRequestSphinxJump(al::HitSensor*, al::HitSensor*, float);
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bool sendMsgIgnoreTouchTarget(al::HitSensor*, al::HitSensor*);
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bool sendMsgIgnoreTouchTarget(al::ScreenPointer*, al::ScreenPointTarget*);
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// bool sendMsgInitTouchTargetInfo(al::HitSensor*, al::HitSensor*, TouchTargetInfo*,
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// sead::Vector3<float> const*);
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// bool sendMsgInitTouchTargetInfo(al::ScreenPointer*, al::ScreenPointTarget*, TouchTargetInfo*,
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// sead::Vector3<float> const*);
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bool sendMsgCollisionImpulse(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*,
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sead::Vector3<float> const&, float, sead::Vector3<float> const&,
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float);
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// bool sendMsgWhipHold(al::HitSensor*, al::HitSensor*, WhipTargetInfo*);
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// bool sendMsgWhipBind(al::HitSensor*, al::HitSensor*, WhipTargetInfo*);
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bool sendMsgWhipThrow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgMagnet(al::HitSensor*, al::HitSensor*, bool);
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bool sendMsgMagnetBulletAttack(al::HitSensor*, al::HitSensor*, float);
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bool sendMsgDashPanel(al::HitSensor*, al::HitSensor*, int);
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bool sendMsgTrampolineCrackJump(al::HitSensor*, al::HitSensor*, float, float);
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bool sendMsgCapTouchWall(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&);
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bool sendMsgCapRethrow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&, sead::Vector3<float> const&);
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bool sendMsgCapRethrowReturnOnly(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&, sead::Vector3<float> const&);
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bool sendMsgCapChangeGiant(al::HitSensor*, al::HitSensor*, float, int);
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bool sendMsgPackunEatCancel(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&);
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bool sendMsgPackunEatEnd(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&);
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bool sendMsgPackunEatStartFollow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const*);
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bool sendMsgFireBlowerAttack(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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sead::Vector3<float> const&, float);
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// bool sendMsgPaint(al::HitSensor *,al::HitSensor *,sead::Color4u8 const&,int,int);
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bool sendMsgPaintTexture(al::HitSensor*, al::HitSensor*, int, float, int);
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// bool sendMsgCheckPaintClear(al::HitSensor *,al::HitSensor *,sead::Color4u8
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// const&,sead::Vector3<float> const&,int);
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bool sendMsgCheckPaintAlpha(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgByugoBlow(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgHackDirectStageInit(al::HitSensor*, al::HitSensor*, IUsePlayerHack*);
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bool sendMsgObjSnapForce(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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bool sendMsgCapBeamerBeam(al::HitSensor*, al::HitSensor*);
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bool sendMsgHosuiAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgHosuiAttackCollide(al::HitSensor*, al::HitSensor*);
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bool sendMsgHosuiAttackNoEffect(al::HitSensor*, al::HitSensor*);
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bool sendMsgHosuiAttackStrong(al::HitSensor*, al::HitSensor*);
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bool sendMsgHosuiTouch(al::HitSensor*, al::HitSensor*);
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bool sendMsgHosuiTrample(al::HitSensor*, al::HitSensor*);
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bool sendMsgHosuiTrampleReflect(al::HitSensor*, al::HitSensor*);
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bool sendMsgHosuiTrampleReflectHigh(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgBubbleAttack(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleAttackToPecho(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleReflectH(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleReflectV(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleWallTouch(al::HitSensor*, al::HitSensor*);
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bool sendMsgBubbleGroundTouchTrigger(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgBubbleLauncherStart(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgSenobiPartsMove(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, float);
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|
bool sendMsgStampTo2D(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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|
bool sendMsgAirExplosion(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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|
bool sendMsgPushVelocity(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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|
bool sendMsgGhostRecordStartOk(al::HitSensor*, al::HitSensor*, char const*);
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|
bool sendMsgSandGeyserRaise(al::HitSensor*, al::HitSensor*, float, float);
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|
bool sendMsgRaceWait(al::LiveActor*);
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|
bool sendMsgRaceStart(al::LiveActor*);
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|
bool sendMsgRaceStop(al::LiveActor*);
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|
bool sendMsgRaceReturnToCourse(al::LiveActor*, sead::Vector3<float> const&,
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|
sead::Vector3<float> const&);
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|
bool sendMsgPlayerLookAtPosition(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*);
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|
bool sendMsgTargetMarkerPosition(al::HitSensor*, al::HitSensor*, sead::Vector3<float>*);
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|
bool sendMsgHackBlowJump(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&, float);
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bool sendMsgGolemStampPushV(al::HitSensor*, al::HitSensor*, float);
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|
bool sendMsgGolemStampPushH(al::HitSensor*, al::HitSensor*, float);
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|
bool sendMsgRequestPlayerWaitAnimDigPoint(al::HitSensor*, al::HitSensor*);
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|
// bool sendMsgEventFlowScareCheck(al::HitSensor*, al::HitSensor*, al::EventFlowExecutor*);
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|
bool sendMsgPlayerItemGetAll(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgPlayerItemGetAll2D(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgTRexAttackAll(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgSeedTouch(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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|
sead::Vector3<float> const&);
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|
bool sendMsgSphinxRideAttackTouchThrough(al::HitSensor*, al::HitSensor*,
|
|
sead::Vector3<float> const&, sead::Vector3<float> const&);
|
|
bool sendMsgSphinxRideAttackTouch(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&,
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|
sead::Vector3<float> const&);
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|
bool sendMsgBlockUpperPunch2D(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgGotogotonOn(al::HitSensor*, al::HitSensor*);
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|
// bool sendMsgGotogotonGetJumpPath(al::HitSensor*, al::HitSensor*, al::ParabolicPath*);
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|
bool sendMsgGotogotonGoalExist(al::HitSensor*, al::HitSensor*);
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|
// bool sendMsgGotogotonGoalMatch(al::HitSensor*, al::HitSensor*, GotogotonMark const*);
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|
bool sendMsgBossMagmaBreathForce(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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|
bool sendMsgBossMagmaCatchPlayer(al::HitSensor*, al::HitSensor*);
|
|
bool sendMsgBossMagmaReleasePlayer(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgBossMagmaDeadDemoStart(al::HitSensor*, al::HitSensor*);
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|
bool sendMsgBossMagmaDeadDemoEnd(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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|
bool sendMsgBossMagmaResetPos(al::HitSensor*, al::HitSensor*, sead::Vector3<float> const&);
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|
bool sendMsgBossMagmaQueryToBubble(al::HitSensor*, al::HitSensor*);
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|
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);
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|
} // namespace rs
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