mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
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57 lines
2.5 KiB
C++
57 lines
2.5 KiB
C++
#pragma once
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#include <math/seadMatrix.h>
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#include <math/seadVector.h>
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namespace al {
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class ActorActionKeeper;
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class HitSensor;
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class LiveActor;
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class Nerve;
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void startAction(LiveActor* actor, const char* actionName);
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s32 startActionAtRandomFrame(LiveActor* actor, const char* actionName);
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bool tryStartAction(LiveActor* actor, const char* actionName);
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bool tryStartActionIfNotPlaying(LiveActor* actor, const char* actionName);
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bool tryStartActionIfActionEnd(LiveActor* actor, const char* actionName);
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bool isActionPlaying(const LiveActor* actor, const char* actionName);
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bool isActionEnd(const LiveActor* actor);
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bool isExistAction(const LiveActor* actor);
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bool isExistAction(const LiveActor* actor, const char* actionName);
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bool isActionOneTime(const LiveActor* actor);
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bool isActionOneTime(const LiveActor* actor, const char* actionName);
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const char* getActionName(const LiveActor* actor);
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f32 getActionFrame(const LiveActor* actor);
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f32 getActionFrameMax(const LiveActor* actor);
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f32 getActionFrameMax(const LiveActor* actor, const char* actionName);
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f32 getActionFrameRate(const LiveActor* actor);
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void setActionFrame(LiveActor* actor, f32 frame);
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void setActionFrameRate(LiveActor* actor, f32 rate);
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void stopAction(LiveActor* actor);
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void restartAction(LiveActor* actor);
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void copyAction(LiveActor* actor, const LiveActor* sourceActor);
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void startNerveAction(LiveActor* actor, const char* actionName);
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void setNerveAtActionEnd(LiveActor* actor, const Nerve* nerve);
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void resetNerveActionForInit(LiveActor* actor);
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void startHitReaction(const LiveActor* actor, const char* name);
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void startHitReactionHitEffect(const LiveActor* actor, const char* name, const HitSensor* other,
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const HitSensor* self);
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void startHitReactionHitEffect(const LiveActor* actor, const char* name, const sead::Vector3f& pos);
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void startHitReactionHitEffect(const LiveActor* actor, const char* name,
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const sead::Matrix34f* mtx);
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void startHitReactionBlowHit(const LiveActor* actor, const HitSensor* other, const HitSensor* self);
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void startHitReactionBlowHit(const LiveActor* actor, const sead::Vector3f& pos);
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void startHitReactionBlowHit(const LiveActor* actor);
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void startHitReactionBlowHitDirect(const LiveActor* actor, const HitSensor* other,
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const HitSensor* self);
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void startHitReactionBlowHitDirect(const LiveActor* actor, const sead::Vector3f& pos);
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void startHitReactionBlowHitDirect(const LiveActor* actor);
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} // namespace al
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