#pragma once #include #include namespace al { struct ActorInitInfo; class LiveActor; class ScreenPointer; class ScreenPointTarget; struct ScreenPointTargetHitInfo; class SensorMsg; s32 compareScreenPointTarget(const ScreenPointTargetHitInfo*, const ScreenPointTargetHitInfo*); s32 compareScreenPointTargetPriorDirectPoint(const ScreenPointTargetHitInfo*, const ScreenPointTargetHitInfo*); bool isExistScreenPointTargetKeeper(LiveActor*); bool isScreenPointTargetArrayFull(LiveActor*); bool isExistScreenPointTarget(LiveActor*, const char*); ScreenPointTarget* addScreenPointTarget(LiveActor*, const ActorInitInfo&, const char*, f32, const char*, const sead::Vector3f&); bool hitCheckSegmentScreenPointTarget(ScreenPointer*, const sead::Vector3f&, const sead::Vector3f&); bool hitCheckScreenCircleScreenPointTarget(ScreenPointer*, const sead::Vector2f&, f32, f32); bool hitCheckLayoutCircleScreenPointTarget(ScreenPointer*, const sead::Vector2f&, f32, f32, s32 (*)(const ScreenPointTargetHitInfo*, const ScreenPointTargetHitInfo*)); bool isHitScreenPointTarget(ScreenPointer*, const ScreenPointTarget*); bool sendMsgScreenPointTarget(const SensorMsg&, ScreenPointer*, ScreenPointTarget*); s32 getHitTargetNum(ScreenPointer*); const sead::Vector3f& getHitTargetPos(ScreenPointer*, s32); f32 getHitTargetRadius(ScreenPointer*, s32); } // namespace al namespace alScreenPointFunction { void updateScreenPointAll(al::LiveActor* actor); } // namespace alScreenPointFunction