mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-29 20:14:41 +00:00
115 lines
6.8 KiB
C++
115 lines
6.8 KiB
C++
#pragma once
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#include <math/seadMatrix.h>
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#include <prim/seadSafeString.h>
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namespace sead {
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class Color4f;
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}
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namespace alNerveFunction {
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class NerveActionCollector;
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}
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namespace al {
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struct ActorInitInfo;
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class ActorResource;
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class ByamlIter;
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class HitSensor;
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class LiveActor;
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class Nerve;
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class PlacementInfo;
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class Resource;
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class ShadowMaskBase;
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void initActorSceneInfo(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorUpdate(LiveActor* actor, const ActorInitInfo& info, const char* listName);
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void initExecutorDraw(LiveActor* actor, const ActorInitInfo& info, const char* listName);
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void initExecutorPlayer(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorPlayerPreMovement(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorPlayerMovement(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorPlayerModel(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorPlayerDecoration(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorEnemy(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorEnemyMovement(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorEnemyDecoration(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorEnemyDecorationMovement(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorMapObj(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorMapObjMovement(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorMapObjDecoration(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorNpcDecoration(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorShadowVolume(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorShadowVolumeFillStencil(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorCollisionMapObjDecorationMovement(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorWatchObj(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorDebugMovement(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorModelUpdate(LiveActor* actor, const ActorInitInfo& info);
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void initExecutorDrcAssistMovement(LiveActor* actor, const ActorInitInfo& info);
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void initActorPoseTRSV(LiveActor* actor);
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void initActorPoseTRMSV(LiveActor* actor);
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void initActorPoseTRGMSV(LiveActor* actor);
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void initActorPoseTFSV(LiveActor* actor);
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void initActorPoseTFUSV(LiveActor* actor);
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void initActorPoseTFGSV(LiveActor* actor);
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void initActorPoseTQSV(LiveActor* actor);
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void initActorPoseTQGSV(LiveActor* actor);
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void initActorPoseTQGMSV(LiveActor* actor);
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void initActorSRT(LiveActor* actor, const ActorInitInfo& info);
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void initActorModelKeeper(LiveActor*, const ActorInitInfo&, const ActorResource*, s32);
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void initActorModelKeeper(LiveActor*, const ActorInitInfo&, const char*, s32, const char*);
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void initActorModelKeeperByHost(LiveActor*, const LiveActor*);
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void initActorModelForceCubeMap(LiveActor*, const ActorInitInfo&);
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void initActorActionKeeper(LiveActor*, const ActorInitInfo&, const char*, const char*);
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void initActorActionKeeper(LiveActor*, const ActorResource*, const char*, const char*);
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void initActorEffectKeeper(LiveActor*, const ActorInitInfo&, const char*);
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void initActorSeKeeper(LiveActor*, const ActorInitInfo&, const char*, const sead::Vector3f*,
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const sead::Matrix34f*);
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void initActorSeKeeper(LiveActor*, const ActorInitInfo&, const char*);
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void initActorSeKeeperWithout3D(LiveActor*, const ActorInitInfo&, const char*);
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void initActorBgmKeeper(LiveActor*, const ActorInitInfo&, const char*);
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bool isInitializedBgmKeeper(LiveActor*);
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void initHitReactionKeeper(LiveActor*, const char*);
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void initHitReactionKeeper(LiveActor*, const Resource*, const char*);
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void initActorParamHolder(LiveActor*, const char*);
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void initActorParamHolder(LiveActor*, const Resource*, const char*);
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void initDepthShadowMapCtrl(LiveActor*, const Resource*, const ActorInitInfo&, const char*);
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void initDepthShadowMapCtrlWithoutIter(LiveActor*, s32, bool);
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void addDepthShadowMapInfo(const LiveActor*, const char*, s32, s32, s32, f32, bool,
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const sead::Vector3f&, bool, const sead::Vector3f&,
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const sead::Vector3f&, bool, const char*, s32, bool, f32, f32, f32, bool,
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bool, f32, s32, bool);
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void declareUseDepthShadowMap(const LiveActor*, s32);
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void createDepthShadowMap(const LiveActor*, const char*, s32, s32, s32);
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void initShadowMaskCtrl(LiveActor*, const ActorInitInfo&, const ByamlIter&, const char*);
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void initShadowMaskCtrlWithoutInitFile(LiveActor*, const ActorInitInfo&, s32);
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void createShadowMaskSphere(LiveActor*, const char*, const char*, const char*);
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void createShadowMaskCube(LiveActor*, const char*, const char*, const char*, const sead::Color4f&,
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const sead::Vector3f&, f32, f32, f32, const sead::Vector3f&, f32);
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void createShadowMaskCylinder(LiveActor*, const char*, const char*, const char*,
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const sead::Color4f&, const sead::Vector3f&, f32, f32, f32, f32, f32);
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void createShadowMaskCastOvalCylinder(LiveActor*, const char*, const char*, const char*,
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const sead::Color4f&, const sead::Vector3f&,
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const sead::Vector3f&, f32, f32, f32, f32);
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void initActorCollision(LiveActor*, const sead::SafeString&, HitSensor*, const sead::Matrix34f*);
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void initActorCollisionWithResource(LiveActor*, const Resource*, const sead::SafeString&,
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HitSensor*, const sead::Matrix34f*, const char*);
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void initActorCollisionWithArchiveName(LiveActor*, const sead::SafeString&, const sead::SafeString&,
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HitSensor*, const sead::Matrix34f*);
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void initActorCollisionWithFilePtr(LiveActor*, void*, const void*, HitSensor*,
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const sead::Matrix34f*, const char*, const char*, s32);
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void initStageSwitch(LiveActor*, const ActorInitInfo&);
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void initActorItemKeeper(LiveActor*, const ActorInitInfo&, const ByamlIter&);
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bool initActorPrePassLightKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*);
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void initActorOcclusionKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*);
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void initSubActorKeeper(LiveActor*, const ActorInitInfo&, const char*, s32);
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void initSubActorKeeperNoFile(LiveActor*, const ActorInitInfo&, s32);
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void registerSubActor(LiveActor*, LiveActor*);
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void registerSubActorSyncClipping(LiveActor*, LiveActor*);
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void registerSubActorSyncClippingAndHide(LiveActor*, LiveActor*);
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void registerSubActorSyncAll(LiveActor*, LiveActor*);
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void setSubActorOffSyncClipping(LiveActor*);
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void initScreenPointKeeper(LiveActor*, const Resource*, const ActorInitInfo&, const char*);
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void initScreenPointKeeperNoYaml(LiveActor*, s32);
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void initActorMaterialCategory(LiveActor*, const ActorInitInfo&, const char*);
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} // namespace al
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