#pragma once #include #include // TODO: This defines the class but the sead decomp doesn't have anything inside the RTTI functions, // causing the functions in the vtable to be exported #define SENSOR_MSG(Type) \ class SensorMsg##Type : public al::SensorMsg { \ SEAD_RTTI_OVERRIDE(SensorMsg##Type, al::SensorMsg) \ }; \ bool isMsg##Type(al::SensorMsg const* msg) { \ return SensorMsg##Type::checkDerivedRuntimeTypeInfoStatic(msg->getRuntimeTypeInfo()); \ } namespace al { class SensorMsg { SEAD_RTTI_BASE(SensorMsg); }; class HitSensor; class ComboCounter; class LiveActor; class SensorMsg; bool sendMsgPlayerAttackTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerTrampleReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerReflectOrTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerObjHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerObjHipDropReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerObjHipDropHighJump(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerHipDropKnockDown(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerObjStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerObjStatueDropReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerObjStatueDropReflectNoCondition(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerStatueTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerUpperPunch(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerObjUpperPunch(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerRollingAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerRollingReflect(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerObjRollingAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerObjRollingAttackFailure(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerInvincibleAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerFireBallAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerRouteDokanFireBallAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerTailAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerKick(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerCatch(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerBoomerangAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerBoomerangAttackCollide(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerBoomerangReflect(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerBoomerangBreak(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerBodyAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerBodyLanding(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerBodyAttackReflect(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerClimbAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerSpinAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerGiantAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerCooperationHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerClimbSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerClimbRollingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerGiantHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPlayerDisregard(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerItemGet(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerPutOnEquipment(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerReleaseEquipment(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerReleaseEquipmentGoal(HitSensor* receiver, HitSensor* sender, u32); bool sendMsgPlayerFloorTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerDamageTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerCarryFront(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerCarryFrontWallKeep(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerCarryUp(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerCarryKeepDemo(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerCarryWarp(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerLeave(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerRelease(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerReleaseBySwing(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerReleaseDamage(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerReleaseDead(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerReleaseDemo(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerToss(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerInvincibleTouch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgEnemyAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyAttackBoomerang(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyAttackFire(HitSensor* receiver, HitSensor* sender, const char*); bool sendMsgEnemyAttackNeedle(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyFloorTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyItemGet(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyRouteDokanAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyRouteDokanFire(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyUpperPunch(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyTrample(HitSensor* receiver, HitSensor* sender); bool sendMsgMapObjTrample(HitSensor* receiver, HitSensor* sender); bool sendMsgPressureDeath(HitSensor* receiver, HitSensor* sender); bool sendMsgNpcTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgExplosion(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgExplosionCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgPush(HitSensor* receiver, HitSensor* sender); bool sendMsgPushStrong(HitSensor* receiver, HitSensor* sender); bool sendMsgPushVeryStrong(HitSensor* receiver, HitSensor* sender); bool sendMsgHit(HitSensor* receiver, HitSensor* sender); bool sendMsgHitStrong(HitSensor* receiver, HitSensor* sender); bool sendMsgHitVeryStrong(HitSensor* receiver, HitSensor* sender); bool sendMsgKnockDown(HitSensor* receiver, HitSensor* sender); bool sendMsgMapPush(HitSensor* receiver, HitSensor* sender); bool sendMsgVanish(HitSensor* receiver, HitSensor* sender); bool sendMsgChangeAlpha(LiveActor* receiver, f32 alpha); bool sendMsgShowModel(HitSensor* receiver, HitSensor* sender); bool sendMsgHideModel(HitSensor* receiver, HitSensor* sender); bool sendMsgRestart(HitSensor* receiver, HitSensor* sender); bool sendMsgNeedleBallAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgPunpunFloorTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgInvalidateFootPrint(HitSensor* receiver, HitSensor* sender); bool sendMsgKickKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgKickKouraAttackCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgKickKouraGetItem(HitSensor* receiver, HitSensor* sender); bool sendMsgKickKouraReflect(HitSensor* receiver, HitSensor* sender); bool sendMsgKickKouraCollideNoReflect(HitSensor* receiver, HitSensor* sender); bool sendMsgKickKouraBreak(HitSensor* receiver, HitSensor* sender); bool sendMsgKickKouraBlow(HitSensor* receiver, HitSensor* sender); bool sendMsgKickStoneAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgKickStoneAttackCollide(HitSensor* receiver, HitSensor* sender); bool sendMsgKickStoneAttackHold(HitSensor* receiver, HitSensor* sender); bool sendMsgKickStoneAttackReflect(HitSensor* receiver, HitSensor* sender); bool sendMsgKickStoneTrample(HitSensor* receiver, HitSensor* sender); bool sendMsgKillerAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgLiftGeyser(HitSensor* receiver, HitSensor* sender); bool sendMsgWarpStart(HitSensor* receiver, HitSensor* sender); bool sendMsgWarpEnd(HitSensor* receiver, HitSensor* sender); bool sendMsgHoldCancel(HitSensor* receiver, HitSensor* sender); bool sendMsgHoleIn(HitSensor* receiver, HitSensor* sender); bool sendMsgJumpInhibit(HitSensor* receiver, HitSensor* sender); bool sendMsgGoalKill(HitSensor* receiver, HitSensor* sender); bool sendMsgGoal(HitSensor* receiver, HitSensor* sender); bool sendMsgBindStart(HitSensor* receiver, HitSensor* sender); bool sendMsgBindInit(HitSensor* receiver, HitSensor* sender, u32); bool sendMsgBindEnd(HitSensor* receiver, HitSensor* sender); bool sendMsgBindCancel(HitSensor* receiver, HitSensor* sender); bool sendMsgBindCancelByDemo(HitSensor* receiver, HitSensor* sender); bool sendMsgBindDamage(HitSensor* receiver, HitSensor* sender); bool sendMsgBindSteal(HitSensor* receiver, HitSensor* sender); bool sendMsgBindGiant(HitSensor* receiver, HitSensor* sender); bool sendMsgBallAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgBallRouteDokanAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgBallAttackHold(HitSensor* receiver, HitSensor* sender); bool sendMsgBallAttackDRCHold(HitSensor* receiver, HitSensor* sender); bool sendMsgBallAttackCollide(HitSensor* receiver, HitSensor* sender); bool sendMsgBallTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgBallTrampleCollide(HitSensor* receiver, HitSensor* sender); bool sendMsgBallItemGet(HitSensor* receiver, HitSensor* sender); bool sendMsgFireBalCollide(HitSensor* receiver, HitSensor* sender); bool sendMsgFireBallFloorTouch(HitSensor* receiver, HitSensor* sender); bool sendMsgDokanBazookaAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgRideAllPlayerItemGet(HitSensor* receiver, HitSensor* sender); bool sendMsgHideModel(LiveActor* receiver); bool sendMsgShowModel(LiveActor* receiver); bool sendMsgRestart(LiveActor* receiver); bool sendMsgCollisionImpulse(HitSensor* receiver, HitSensor* sender, sead::Vector3f*, const sead::Vector3f&, const f32, sead::Vector3f&, f32); bool sendMsgSwitchOn(LiveActor* receiver); bool sendMsgSwitchOnInit(LiveActor* receiver); bool sendMsgSwitchOffInit(LiveActor* receiver); bool sendMsgSwitchKillOn(LiveActor* receiver); bool sendMsgSwitchKillOnInit(LiveActor* receiver); bool sendMsgSwitchKillOffInit(LiveActor* receiver); bool sendMsgPlayerFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender); bool sendMsgPlayerUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender); bool sendMsgEnemyFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender); bool sendMsgEnemyUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender); bool sendMsgAskSafetyPoint(HitSensor* receiver, HitSensor* sender, sead::Vector3f**); bool sendMsgAskSafetyPointToColliderGround(LiveActor* receiver, HitSensor* sender, sead::Vector3f**); bool sendMsgTouchAssist(HitSensor* receiver, HitSensor* sender); bool sendMsgTouchAssistTrig(HitSensor* receiver, HitSensor* sender); bool sendMsgTouchStroke(HitSensor* receiver, HitSensor* sender); bool sendMsgScreenPointInvalidCollisionParts(HitSensor* receiver, HitSensor* sender); bool sendMsgBlockUpperPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgBlockLowerPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgBlockItemGet(HitSensor* receiver, HitSensor* sender); bool sendMsgKillerItemGet(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter); bool sendMsgLightFlash(HitSensor* receiver, HitSensor* sender); bool sendMsgForceAbyss(HitSensor* receiver, HitSensor* sender); bool sendMsgIsNerveSupportFreeze(HitSensor* receiver, HitSensor* sender); bool sendMsgOnSyncSupportFreeze(HitSensor* receiver, HitSensor* sender); bool sendMsgOffSyncSupportFreeze(HitSensor* receiver, HitSensor* sender); bool sendMsgSwordAttackHighLeft(HitSensor* receiver, HitSensor* sender); bool sendMsgSwordAttackLowLeft(HitSensor* receiver, HitSensor* sender); bool sendMsgSwordAttackHighRight(HitSensor* receiver, HitSensor* sender); bool sendMsgSwordAttackLowRight(HitSensor* receiver, HitSensor* sender); bool sendMsgSwordAttackJumpUnder(HitSensor* receiver, HitSensor* sender); bool sendMsgSwordBeamAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgSwordBeamReflectAttack(HitSensor* receiver, HitSensor* sender); bool sendMsgShieldGuard(HitSensor* receiver, HitSensor* sender); bool sendMsgEnemyAttackKnockDown(HitSensor* receiver, HitSensor* sender); bool sendMsgAskMultiPlayerEnemy(HitSensor* receiver, HitSensor* sender); bool sendMsgItemGettable(HitSensor* receiver, HitSensor* sender); bool sendMsgKikkiThrow(HitSensor* receiver, HitSensor* sender); bool sendMsgIsKikkiThrowTarget(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerCloudGet(HitSensor* receiver, HitSensor* sender); bool sendMsgAutoJump(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerTouchShadow(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerPullOutShadow(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerAttackShadow(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerAttackShadowStrong(HitSensor* receiver, HitSensor* sender); bool sendMsgPlayerAttackChangePos(HitSensor* receiver, HitSensor* sender, sead::Vector3f* pos); bool sendMsgAtmosOnlineLight(HitSensor* receiver, HitSensor* sender); bool sendMsgLightBurn(HitSensor* receiver, HitSensor* sender); bool sendMsgMoonLightBurn(HitSensor* receiver, HitSensor* sender); bool sendMsgString(HitSensor* receiver, HitSensor* sender, const char* str); bool sendMsgStringV4fPtr(HitSensor* receiver, HitSensor* sender, const char* str, sead::Vector4f* vec); bool sendMsgStringV4fSensorPtr(HitSensor* receiver, HitSensor* sender, const char* str, sead::Vector4f* vec); bool sendMsgStringVoidPtr(HitSensor* receiver, HitSensor* sender, const char* str, void* ptr); bool isMsgPushAll(const SensorMsg* msg); bool isMsgPush(const SensorMsg* msg); bool isMsgPushStrong(const SensorMsg* msg); bool isMsgPushVeryStrong(const SensorMsg* msg); bool isMsgHoldReleaseAll(const SensorMsg* msg); bool isMsgHoldCancel(const SensorMsg* msg); bool isMsgPlayerRelease(const SensorMsg* msg); bool isMsgPlayerReleaseBySwing(const SensorMsg* msg); bool isMsgPlayerReleaseDead(const SensorMsg* msg); bool isMsgPlayerReleaseDamage(const SensorMsg* msg); bool isMsgPlayerReleaseDemo(const SensorMsg* msg); bool isMsgItemGetDirectAll(const SensorMsg* msg); bool isMsgPlayerItemGet(const SensorMsg* msg); bool isMsgRideAllPlayerItemGet(const SensorMsg* msg); bool isMsgPlayerTailAttack(const SensorMsg* msg); bool isMsgItemGetByObjAll(const SensorMsg* msg); bool isMsgBallItemGet(const SensorMsg* msg); bool isMsgKickKouraItemGet(const SensorMsg* msg); bool isMsgKillerItemGet(const SensorMsg* msg); bool isMsgItemGetAll(const SensorMsg* msg); bool isMsgFloorTouch(const SensorMsg* msg); bool isMsgPlayerFloorTouch(const SensorMsg* msg); bool isMsgEnemyFloorTouch(const SensorMsg* msg); bool isMsgUpperPunch(const SensorMsg* msg); bool isMsgPlayerUpperPunch(const SensorMsg* msg); bool isMsgEnemyUpperPunch(const SensorMsg* msg); bool isMsgPlayerTrample(const SensorMsg* msg); bool isMsgPlayerTrampleReflect(const SensorMsg* msg); bool isMsgPlayerHipDropAll(const SensorMsg* msg); bool isMsgPlayerStatueDrop(const SensorMsg* msg); bool isMsgPlayerObjHipDropAll(const SensorMsg* msg); bool isMsgPlayerObjStatueDrop(const SensorMsg* msg); bool isMsgPlayerObjHipDropReflectAll(const SensorMsg* msg); bool isMsgPlayerObjStatueDropReflect(const SensorMsg* msg); bool isMsgPlayerObjHipDropHighJump(const SensorMsg* msg); bool isMsgPlayerHipDropKnockDown(const SensorMsg* msg); bool isMsgPlayerObjStatueDropReflectNoCondition(const SensorMsg* msg); bool isMsgPlayerStatueTouch(const SensorMsg* msg); bool isMsgPlayerObjUpperPunch(const SensorMsg* msg); bool isMsgPlayerRollingAttack(const SensorMsg* msg); bool isMsgPlayerRollingReflect(const SensorMsg* msg); bool isMsgPlayerObjRollingAttack(const SensorMsg* msg); bool isMsgPlayerObjRollingAttackFailure(const SensorMsg* msg); bool isMsgPlayerInvincibleAttack(const SensorMsg* msg); bool isMsgPlayerFireBallAttack(const SensorMsg* msg); bool isMsgPlayerRouteDokanFireBallAttack(const SensorMsg* msg); bool isMsgPlayerKick(const SensorMsg* msg); bool isMsgPlayerCatch(const SensorMsg* msg); bool isMsgPlayerSlidingAttack(const SensorMsg* msg); bool isMsgPlayerBoomerangAttack(const SensorMsg* msg); bool isMsgPlayerBoomerangAttackCollide(const SensorMsg* msg); bool isMsgPlayerBoomerangReflect(const SensorMsg* msg); bool isMsgPlayerBoomerangBreak(const SensorMsg* msg); bool isMsgPlayerBodyAttack(const SensorMsg* msg); bool isMsgPlayerBodyLanding(const SensorMsg* msg); bool isMsgPlayerBodyAttackReflect(const SensorMsg* msg); bool isMsgPlayerClimbAttack(const SensorMsg* msg); bool isMsgPlayerSpinAttack(const SensorMsg* msg); bool isMsgPlayerGiantAttack(const SensorMsg* msg); bool isMsgPlayerCooperationHipDrop(const SensorMsg* msg); bool isMsgPlayerClimbSlidingAttack(const SensorMsg* msg); bool isMsgPlayerClimbRollingAttack(const SensorMsg* msg); bool isMsgPlayerGiantHipDrop(const SensorMsg* msg); bool isMsgPlayerDisregard(const SensorMsg* msg); bool isMsgPlayerDash(const SensorMsg* msg); bool isMsgPlayerDamageTouch(const SensorMsg* msg); bool isMsgPlayerFloorTouchBind(const SensorMsg* msg); bool isMsgPlayerTouch(const SensorMsg* msg); bool isMsgPlayerInvincibleTouch(const SensorMsg* msg); bool isMsgPlayerGiantTouch(const SensorMsg* msg); bool isMsgPlayerObjTouch(const SensorMsg* msg); bool isMsgPlayerPutOnEquipment(const SensorMsg* msg); bool isMsgPlayerReleaseEquipment(const SensorMsg* msg); bool isMsgPlayerReleaseEquipmentGoal(const SensorMsg* msg); bool isMsgPlayerCarryFront(const SensorMsg* msg); bool isMsgPlayerCarryFrontWallKeep(const SensorMsg* msg); bool isMsgPlayerCarryUp(const SensorMsg* msg); bool isMsgPlayerCarryKeepDemo(const SensorMsg* msg); bool isMsgPlayerCarryWarp(const SensorMsg* msg); bool isMsgPlayerLeave(const SensorMsg* msg); bool isMsgPlayerToss(const SensorMsg* msg); bool isMsgEnemyAttack(const SensorMsg* msg); bool isMsgEnemyAttackFire(const SensorMsg* msg); bool isMsgEnemyAttackKnockDown(const SensorMsg* msg); bool isMsgEnemyAttackBoomerang(const SensorMsg* msg); bool isMsgEnemyAttackNeedle(const SensorMsg* msg); bool isMsgEnemyItemGet(const SensorMsg* msg); bool isMsgEnemyRouteDokanAttack(const SensorMsg* msg); bool isMsgEnemyRouteDokanFire(const SensorMsg* msg); bool isMsgExplosion(const SensorMsg* msg); bool isMsgExplosionCollide(const SensorMsg* msg); bool isMsgBindStart(const SensorMsg* msg); bool isMsgBindInit(const SensorMsg* msg); bool isMsgBindEnd(const SensorMsg* msg); bool isMsgBindCancel(const SensorMsg* msg); bool isMsgBindCancelByDemo(const SensorMsg* msg); bool isMsgBindDamage(const SensorMsg* msg); bool isMsgBindSteal(const SensorMsg* msg); bool isMsgBindGiant(const SensorMsg* msg); bool isMsgPressureDeath(const SensorMsg* msg); bool isMsgNpcTouch(const SensorMsg* msg); bool isMsgHit(const SensorMsg* msg); bool isMsgHitStrong(const SensorMsg* msg); bool isMsgHitVeryStrong(const SensorMsg* msg); bool isMsgKnockDown(const SensorMsg* msg); bool isMsgMapPush(const SensorMsg* msg); bool isMsgVanish(const SensorMsg* msg); bool isMsgChangeAlpha(const SensorMsg* msg); bool isMsgShowModel(const SensorMsg* msg); bool isMsgHideModel(const SensorMsg* msg); bool isMsgRestart(const SensorMsg* msg); bool isMsgEnemyTouch(const SensorMsg* msg); bool isMsgEnemyTrample(const SensorMsg* msg); bool isMsgMapObjTrample(const SensorMsg* msg); bool isMsgNeedleBallAttack(const SensorMsg* msg); bool isMsgPunpunFloorTouch(const SensorMsg* msg); bool isMsgInvalidateFootPrint(const SensorMsg* msg); bool isMsgKickKouraAttack(const SensorMsg* msg); bool isMsgKickKouraAttackCollide(const SensorMsg* msg); bool isMsgKickKouraReflect(const SensorMsg* msg); bool isMsgKickKouraCollideNoReflect(const SensorMsg* msg); bool isMsgKickKouraBreak(const SensorMsg* msg); bool isMsgKickKouraBlow(const SensorMsg* msg); bool isMsgKickStoneAttack(const SensorMsg* msg); bool isMsgKickStoneAttackCollide(const SensorMsg* msg); bool isMsgKickStoneAttackHold(const SensorMsg* msg); bool isMsgKickStoneAttackReflect(const SensorMsg* msg); bool isMsgKickStoneTrample(const SensorMsg* msg); bool isMsgKillerAttack(const SensorMsg* msg); bool isMsgLiftGeyser(const SensorMsg* msg); bool isMsgWarpStart(const SensorMsg* msg); bool isMsgWarpEnd(const SensorMsg* msg); bool isMsgHoleIn(const SensorMsg* msg); bool isMsgJumpInhibit(const SensorMsg* msg); bool isMsgGoalKill(const SensorMsg* msg); bool isMsgGoal(const SensorMsg* msg); bool isMsgBallAttack(const SensorMsg* msg); bool isMsgBallRouteDokanAttack(const SensorMsg* msg); bool isMsgBallAttackHold(const SensorMsg* msg); bool isMsgBallAttackDRCHold(const SensorMsg* msg); bool isMsgBallAttackCollide(const SensorMsg* msg); bool isMsgBallTrample(const SensorMsg* msg); bool isMsgBallTrampleCollide(const SensorMsg* msg); bool isMsgFireBallCollide(const SensorMsg* msg); bool isMsgFireBallFloorTouch(const SensorMsg* msg); bool isMsgDokanBazookaAttack(const SensorMsg* msg); bool isMsgSwitchOn(const SensorMsg* msg); bool isMsgSwitchOnInit(const SensorMsg* msg); bool isMsgSwitchOffInit(const SensorMsg* msg); bool isMsgSwitchKillOn(const SensorMsg* msg); bool isMsgSwitchKillOnInit(const SensorMsg* msg); bool isMsgSwitchKillOffInit(const SensorMsg* msg); bool isMsgAskSafetyPoint(const SensorMsg* msg); bool trySetAskSafetyPointFollowPos(const SensorMsg* msg, sead::Vector3f*); bool isMsgTouchAssist(const SensorMsg* msg); bool isMsgTouchAssistNoPat(const SensorMsg* msg); bool isMsgTouchAssistTrig(const SensorMsg* msg); bool isMsgTouchAssistTrigOff(const SensorMsg* msg); bool isMsgTouchAssistTrigNoPat(const SensorMsg* msg); bool isMsgTouchAssistBurn(const SensorMsg* msg); bool isMsgTouchAssistAll(const SensorMsg* msg); bool isMsgTouchCarryItem(const SensorMsg* msg); bool isMsgTouchReleaseItem(const SensorMsg* msg); bool isMsgTouchStroke(const SensorMsg* msg); bool isMsgIsNerveSupportFreeze(const SensorMsg* msg); bool isMsgOnSyncSupportFreeze(const SensorMsg* msg); bool isMsgOffSyncSupportFreeze(const SensorMsg* msg); bool isMsgScreenPointInvalidCollisionParts(const SensorMsg* msg); bool isMsgBlockUpperPunch(const SensorMsg* msg); bool isMsgBlockLowerPunch(const SensorMsg* msg); bool isMsgBlockItemGet(const SensorMsg* msg); bool isMsgPlayerKouraAttack(const SensorMsg* msg); bool isMsgLightFlash(const SensorMsg* msg); bool isMsgForceAbyss(const SensorMsg* msg); bool isMsgSwordAttackHigh(const SensorMsg* msg); bool isMsgSwordAttackHighLeft(const SensorMsg* msg); bool isMsgSwordAttackHighRight(const SensorMsg* msg); bool isMsgSwordAttackLow(const SensorMsg* msg); bool isMsgSwordAttackLowLeft(const SensorMsg* msg); bool isMsgSwordAttackLowRight(const SensorMsg* msg); bool isMsgSwordBeamAttack(const SensorMsg* msg); bool isMsgSwordBeamReflectAttack(const SensorMsg* msg); bool isMsgSwordAttackJumpUnder(const SensorMsg* msg); bool isMsgShieldGuard(const SensorMsg* msg); bool isMsgAskMultiPlayerEnemy(const SensorMsg* msg); bool isMsgItemGettable(const SensorMsg* msg); bool isMsgKikkiThrow(const SensorMsg* msg); bool isMsgIsKikkiThrowTarget(const SensorMsg* msg); bool isMsgPlayerCloudGet(const SensorMsg* msg); bool isMsgAutoJump(const SensorMsg* msg); bool isMsgPlayerTouchShadow(const SensorMsg* msg); bool isMsgPlayerPullOutShadow(const SensorMsg* msg); bool isMsgPlayerAttackShadow(const SensorMsg* msg); bool isMsgPlayerAttackShadowStrong(const SensorMsg* msg); bool isMsgPlayerAttackChangePos(const SensorMsg* msg); bool isMsgAtmosOnlineLight(const SensorMsg* msg); bool isMsgLightBurn(const SensorMsg* msg); bool isMsgMoonLightBurn(const SensorMsg* msg); bool isMsgString(const SensorMsg* msg); bool isMsgStringV4fPtr(const SensorMsg* msg); bool isMsgStringV4fSensorPtr(const SensorMsg* msg); bool isMsgStringVoidPtr(const SensorMsg* msg); bool isMsgPlayerTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*); bool isMsgPlayerTrampleReflectForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*); bool isMsgPlayerUpperPunchForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*, f32); bool isMsgKickStoneTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*); } // namespace al