mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
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65 lines
3.1 KiB
C++
65 lines
3.1 KiB
C++
#pragma once
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#include <math/seadVector.h>
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namespace al {
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class HitSensor;
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class LiveActor;
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class PadRumbleKeeper;
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class PlayerHolder;
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s32 getPlayerNumMax(const LiveActor*);
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s32 getPlayerNumMax(const PlayerHolder* holder);
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s32 getAlivePlayerNum(const LiveActor*);
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s32 getAlivePlayerNum(const PlayerHolder* holder);
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LiveActor* getPlayerActor(const LiveActor*, s32);
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LiveActor* getPlayerActor(const PlayerHolder* holder, s32 index);
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const sead::Vector3f& getPlayerPos(const LiveActor*, s32);
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const sead::Vector3f& getPlayerPos(const PlayerHolder* holder, s32 index);
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LiveActor* tryGetPlayerActor(const LiveActor*, s32);
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LiveActor* tryGetPlayerActor(const PlayerHolder* holder, s32 index);
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bool isPlayerDead(const LiveActor*, s32);
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bool isPlayerDead(const PlayerHolder* holder, s32 index);
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bool isPlayerAreaTarget(const LiveActor*, s32);
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bool isPlayerAreaTarget(const PlayerHolder* holder, s32 index);
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LiveActor* tryFindAlivePlayerActorFirst(const LiveActor*);
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LiveActor* tryFindAlivePlayerActorFirst(const PlayerHolder* holder);
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LiveActor* findAlivePlayerActorFirst(const LiveActor*);
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LiveActor* findAlivePlayerActorFirst(const PlayerHolder* holder);
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PadRumbleKeeper* getPlayerPadRumbleKeeper(const LiveActor*, s32);
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s32 getPlayerPort(const PlayerHolder*, s32);
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s32 getPlayerPort(const LiveActor*, s32);
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LiveActor* findAlivePlayerActorFromPort(const PlayerHolder*, s32);
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LiveActor* tryFindAlivePlayerActorFromPort(const PlayerHolder*, s32);
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LiveActor* findAlivePlayerActorFromPort(const LiveActor*, s32);
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LiveActor* tryFindAlivePlayerActorFromPort(const LiveActor*, s32);
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s32 findNearestPlayerId(const LiveActor*, f32);
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LiveActor* findNearestPlayerActor(const LiveActor*);
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LiveActor* tryFindNearestPlayerActor(const LiveActor*);
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const sead::Vector3f& findNearestPlayerPos(const LiveActor*);
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bool tryFindNearestPlayerPos(sead::Vector3f*, const LiveActor*);
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bool tryFindNearestPlayerDisatanceFromTarget(f32*, const LiveActor*, const sead::Vector3f&);
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bool isNearPlayer(const LiveActor*, f32);
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bool isNearPlayerH(const LiveActor*, f32);
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bool isNearPlayerHCondition(const LiveActor*, f32, bool (*)(const LiveActor*));
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const sead::Vector3f& getFarPlayerPosMaxX(const LiveActor*);
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const sead::Vector3f& getFarPlayerPosMinX(const LiveActor*);
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u32 calcPlayerListOrderByDistance(const LiveActor*, const LiveActor**, u32);
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u32 calcAlivePlayerActor(const LiveActor*, const LiveActor**, u32);
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LiveActor* tryFindNearestPlayerActorCondition(const LiveActor*, bool (*)(const LiveActor*));
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bool tryFindNearestPlayerPosCondition(sead::Vector3f*, const LiveActor*,
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bool (*)(const LiveActor*));
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bool isResetablePlayerPos(const LiveActor*, const sead::Vector3f&, f32, f32);
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bool isResetablePlayerPos(const LiveActor*, f32);
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void faceToPlayer(LiveActor*);
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} // namespace al
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namespace alPlayerFunction {
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void registerPlayer(al::LiveActor*, al::PadRumbleKeeper*);
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bool isFullPlayerHolder(al::LiveActor*);
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s32 findPlayerHolderIndex(const al::LiveActor*);
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s32 findPlayerHolderIndex(const al::HitSensor*);
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bool isPlayerActor(const al::LiveActor*);
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bool isPlayerActor(const al::HitSensor*);
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} // namespace alPlayerFunction
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