mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-29 20:14:41 +00:00
66 lines
3.4 KiB
C++
66 lines
3.4 KiB
C++
#pragma once
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#include <basis/seadTypes.h>
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namespace al {
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class LiveActor;
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class SubActorKeeper;
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} // namespace al
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namespace alSubActorFunction {
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void trySyncAlive(al::SubActorKeeper* subActorKeeper);
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void trySyncDead(al::SubActorKeeper* subActorKeeper);
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void trySyncClippingStart(al::SubActorKeeper* subActorKeeper);
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void trySyncClippingEnd(al::SubActorKeeper* subActorKeeper);
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void trySyncShowModel(al::SubActorKeeper* subActorKeeper);
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void trySyncHideModel(al::SubActorKeeper* subActorKeeper);
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void trySyncModelAlphaMask(al::SubActorKeeper* subActorKeeper, f32 alpha);
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al::LiveActor* findSubActor(const al::SubActorKeeper* subActorKeeper, const char* subActorName);
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} // namespace alSubActorFunction
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namespace al {
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bool isExistSubActorKeeper(const LiveActor* actor);
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LiveActor* getSubActor(const LiveActor* actor, const char* subActorName);
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LiveActor* tryGetSubActor(const LiveActor* actor, const char* subActorName);
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LiveActor* getSubActor(const LiveActor* actor, s32 index);
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s32 getSubActorNum(const LiveActor* actor);
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void offSyncClippingSubActor(LiveActor* actor, const LiveActor* subActor);
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void offSyncClippingSubActor(LiveActor* actor, const char* subActorName);
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void offSyncClippingSubActorAll(LiveActor* actor);
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void onSyncClippingSubActor(LiveActor* actor, const LiveActor* subActor);
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void onSyncClippingSubActor(LiveActor* actor, const char* subActorName);
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void onSyncClippingSubActorAll(LiveActor* actor);
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void offSyncAppearSubActor(LiveActor* actor, const LiveActor* subActor);
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void offSyncAppearSubActor(LiveActor* actor, const char* subActorName);
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void offSyncAppearSubActorAll(LiveActor* actor);
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void onSyncAppearSubActor(LiveActor* actor, const LiveActor* subActor);
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void onSyncAppearSubActor(LiveActor* actor, const char* subActorName);
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void onSyncAppearSubActorAll(LiveActor* actor);
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void offSyncHideSubActor(LiveActor* actor, const LiveActor* subActor);
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void offSyncHideSubActor(LiveActor* actor, const char* subActorName);
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void offSyncHideSubActorAll(LiveActor* actor);
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void onSyncHideSubActor(LiveActor* actor, const LiveActor* subActor);
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void onSyncHideSubActor(LiveActor* actor, const char* subActorName);
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void onSyncHideSubActorAll(LiveActor* actor);
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bool isSyncHideSubActor(const LiveActor* actor, const LiveActor* subActor);
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void offSyncAlphaMaskSubActor(LiveActor* actor, const LiveActor* subActor);
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void offSyncAlphaMaskSubActor(LiveActor* actor, const char* subActorName);
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void offSyncAlphaMaskSubActorAll(LiveActor* actor);
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void onSyncAlphaMaskSubActor(LiveActor* actor, const LiveActor* subActor);
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void onSyncAlphaMaskSubActor(LiveActor* actor, const char* subActorName);
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void onSyncAlphaMaskSubActorAll(LiveActor* actor);
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bool isSyncAlphaMaskSubActor(const LiveActor* actor, const LiveActor* subActor);
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void startActionSubActor(const LiveActor* actor, const char* subActorName, const char* action);
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bool isActionEndSubActor(const LiveActor* actor, const char* subActorName);
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bool isActionPlayingSubActor(const LiveActor* actor, const char* subActorName, const char* action);
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bool isActionOneTimeSubActor(const LiveActor* actor, const char* subActorName);
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bool isActionOneTimeSubActor(const LiveActor* actor, const char* subActorName, const char* action);
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bool tryStartActionSubActorAll(const LiveActor* actor, const char* action);
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void makeActorDeadSubActorAll(const LiveActor* actor);
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void tryValidateCollisionPartsSubActorAll(LiveActor* actor);
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void tryInvalidateCollisionPartsSubActorAll(LiveActor* actor);
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} // namespace al
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