mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-04-29 20:14:41 +00:00
446 lines
26 KiB
C++
446 lines
26 KiB
C++
#pragma once
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#include <math/seadVector.h>
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#include <prim/seadRuntimeTypeInfo.h>
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// TODO: This defines the class but the sead decomp doesn't have anything inside the RTTI functions,
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// causing the functions in the vtable to be exported
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#define SENSOR_MSG(Type) \
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class SensorMsg##Type : public al::SensorMsg { \
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SEAD_RTTI_OVERRIDE(SensorMsg##Type, al::SensorMsg) \
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}; \
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bool isMsg##Type(al::SensorMsg const* msg) { \
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return SensorMsg##Type::checkDerivedRuntimeTypeInfoStatic(msg->getRuntimeTypeInfo()); \
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}
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namespace al {
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class SensorMsg {
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SEAD_RTTI_BASE(SensorMsg);
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};
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class HitSensor;
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class ComboCounter;
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class LiveActor;
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class SensorMsg;
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bool sendMsgPlayerAttackTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerTrampleReflect(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerReflectOrTrample(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerObjHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerObjHipDropReflect(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerObjHipDropHighJump(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerHipDropKnockDown(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerObjStatueDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerObjStatueDropReflect(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerObjStatueDropReflectNoCondition(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerStatueTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerUpperPunch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerObjUpperPunch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerRollingAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerRollingReflect(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerObjRollingAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerObjRollingAttackFailure(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerInvincibleAttack(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerFireBallAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerRouteDokanFireBallAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerTailAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerKick(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerCatch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerSlidingAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerBoomerangAttack(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerBoomerangAttackCollide(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerBoomerangReflect(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerBoomerangBreak(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerBodyAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerBodyLanding(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerBodyAttackReflect(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerClimbAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerSpinAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerGiantAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerCooperationHipDrop(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerClimbSlidingAttack(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerClimbRollingAttack(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgPlayerGiantHipDrop(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPlayerDisregard(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerItemGet(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerPutOnEquipment(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerReleaseEquipment(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerReleaseEquipmentGoal(HitSensor* receiver, HitSensor* sender, u32);
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bool sendMsgPlayerFloorTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerDamageTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerCarryFront(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerCarryFrontWallKeep(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerCarryUp(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerCarryKeepDemo(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerCarryWarp(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerLeave(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerRelease(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerReleaseBySwing(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerReleaseDamage(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerReleaseDead(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerReleaseDemo(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerToss(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerInvincibleTouch(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgEnemyAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyAttackBoomerang(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyAttackFire(HitSensor* receiver, HitSensor* sender, const char*);
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bool sendMsgEnemyAttackNeedle(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyFloorTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyItemGet(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyRouteDokanAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyRouteDokanFire(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyUpperPunch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyTrample(HitSensor* receiver, HitSensor* sender);
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bool sendMsgMapObjTrample(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPressureDeath(HitSensor* receiver, HitSensor* sender);
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bool sendMsgNpcTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgExplosion(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgExplosionCollide(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgPush(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPushStrong(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPushVeryStrong(HitSensor* receiver, HitSensor* sender);
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bool sendMsgHit(HitSensor* receiver, HitSensor* sender);
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bool sendMsgHitStrong(HitSensor* receiver, HitSensor* sender);
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bool sendMsgHitVeryStrong(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKnockDown(HitSensor* receiver, HitSensor* sender);
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bool sendMsgMapPush(HitSensor* receiver, HitSensor* sender);
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bool sendMsgVanish(HitSensor* receiver, HitSensor* sender);
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bool sendMsgChangeAlpha(LiveActor* receiver, f32 alpha);
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bool sendMsgShowModel(HitSensor* receiver, HitSensor* sender);
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bool sendMsgHideModel(HitSensor* receiver, HitSensor* sender);
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bool sendMsgRestart(HitSensor* receiver, HitSensor* sender);
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bool sendMsgNeedleBallAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPunpunFloorTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgInvalidateFootPrint(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgKickKouraAttackCollide(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgKickKouraGetItem(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickKouraReflect(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickKouraCollideNoReflect(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickKouraBreak(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickKouraBlow(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickStoneAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickStoneAttackCollide(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickStoneAttackHold(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickStoneAttackReflect(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKickStoneTrample(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKillerAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgLiftGeyser(HitSensor* receiver, HitSensor* sender);
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bool sendMsgWarpStart(HitSensor* receiver, HitSensor* sender);
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bool sendMsgWarpEnd(HitSensor* receiver, HitSensor* sender);
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bool sendMsgHoldCancel(HitSensor* receiver, HitSensor* sender);
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bool sendMsgHoleIn(HitSensor* receiver, HitSensor* sender);
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bool sendMsgJumpInhibit(HitSensor* receiver, HitSensor* sender);
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bool sendMsgGoalKill(HitSensor* receiver, HitSensor* sender);
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bool sendMsgGoal(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBindStart(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBindInit(HitSensor* receiver, HitSensor* sender, u32);
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bool sendMsgBindEnd(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBindCancel(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBindCancelByDemo(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBindDamage(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBindSteal(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBindGiant(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBallAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgBallRouteDokanAttack(HitSensor* receiver, HitSensor* sender,
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ComboCounter* comboCounter);
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bool sendMsgBallAttackHold(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBallAttackDRCHold(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBallAttackCollide(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBallTrample(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgBallTrampleCollide(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBallItemGet(HitSensor* receiver, HitSensor* sender);
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bool sendMsgFireBalCollide(HitSensor* receiver, HitSensor* sender);
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bool sendMsgFireBallFloorTouch(HitSensor* receiver, HitSensor* sender);
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bool sendMsgDokanBazookaAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgRideAllPlayerItemGet(HitSensor* receiver, HitSensor* sender);
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bool sendMsgHideModel(LiveActor* receiver);
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bool sendMsgShowModel(LiveActor* receiver);
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bool sendMsgRestart(LiveActor* receiver);
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bool sendMsgCollisionImpulse(HitSensor* receiver, HitSensor* sender, sead::Vector3f*,
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const sead::Vector3f&, const f32, sead::Vector3f&, f32);
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bool sendMsgSwitchOn(LiveActor* receiver);
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bool sendMsgSwitchOnInit(LiveActor* receiver);
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bool sendMsgSwitchOffInit(LiveActor* receiver);
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bool sendMsgSwitchKillOn(LiveActor* receiver);
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bool sendMsgSwitchKillOnInit(LiveActor* receiver);
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bool sendMsgSwitchKillOffInit(LiveActor* receiver);
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bool sendMsgPlayerFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender);
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bool sendMsgPlayerUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender);
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bool sendMsgEnemyFloorTouchToColliderGround(LiveActor* receiver, HitSensor* sender);
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bool sendMsgEnemyUpperPunchToColliderCeiling(LiveActor* receiver, HitSensor* sender);
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bool sendMsgAskSafetyPoint(HitSensor* receiver, HitSensor* sender, sead::Vector3f**);
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bool sendMsgAskSafetyPointToColliderGround(LiveActor* receiver, HitSensor* sender,
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sead::Vector3f**);
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bool sendMsgTouchAssist(HitSensor* receiver, HitSensor* sender);
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bool sendMsgTouchAssistTrig(HitSensor* receiver, HitSensor* sender);
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bool sendMsgTouchStroke(HitSensor* receiver, HitSensor* sender);
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bool sendMsgScreenPointInvalidCollisionParts(HitSensor* receiver, HitSensor* sender);
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bool sendMsgBlockUpperPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgBlockLowerPunch(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgBlockItemGet(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKillerItemGet(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerKouraAttack(HitSensor* receiver, HitSensor* sender, ComboCounter* comboCounter);
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bool sendMsgLightFlash(HitSensor* receiver, HitSensor* sender);
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bool sendMsgForceAbyss(HitSensor* receiver, HitSensor* sender);
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bool sendMsgIsNerveSupportFreeze(HitSensor* receiver, HitSensor* sender);
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bool sendMsgOnSyncSupportFreeze(HitSensor* receiver, HitSensor* sender);
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bool sendMsgOffSyncSupportFreeze(HitSensor* receiver, HitSensor* sender);
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bool sendMsgSwordAttackHighLeft(HitSensor* receiver, HitSensor* sender);
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bool sendMsgSwordAttackLowLeft(HitSensor* receiver, HitSensor* sender);
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bool sendMsgSwordAttackHighRight(HitSensor* receiver, HitSensor* sender);
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bool sendMsgSwordAttackLowRight(HitSensor* receiver, HitSensor* sender);
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bool sendMsgSwordAttackJumpUnder(HitSensor* receiver, HitSensor* sender);
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bool sendMsgSwordBeamAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgSwordBeamReflectAttack(HitSensor* receiver, HitSensor* sender);
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bool sendMsgShieldGuard(HitSensor* receiver, HitSensor* sender);
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bool sendMsgEnemyAttackKnockDown(HitSensor* receiver, HitSensor* sender);
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bool sendMsgAskMultiPlayerEnemy(HitSensor* receiver, HitSensor* sender);
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bool sendMsgItemGettable(HitSensor* receiver, HitSensor* sender);
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bool sendMsgKikkiThrow(HitSensor* receiver, HitSensor* sender);
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bool sendMsgIsKikkiThrowTarget(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerCloudGet(HitSensor* receiver, HitSensor* sender);
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bool sendMsgAutoJump(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerTouchShadow(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerPullOutShadow(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerAttackShadow(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerAttackShadowStrong(HitSensor* receiver, HitSensor* sender);
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bool sendMsgPlayerAttackChangePos(HitSensor* receiver, HitSensor* sender, sead::Vector3f* pos);
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bool sendMsgAtmosOnlineLight(HitSensor* receiver, HitSensor* sender);
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bool sendMsgLightBurn(HitSensor* receiver, HitSensor* sender);
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bool sendMsgMoonLightBurn(HitSensor* receiver, HitSensor* sender);
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bool sendMsgString(HitSensor* receiver, HitSensor* sender, const char* str);
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bool sendMsgStringV4fPtr(HitSensor* receiver, HitSensor* sender, const char* str,
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sead::Vector4f* vec);
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bool sendMsgStringV4fSensorPtr(HitSensor* receiver, HitSensor* sender, const char* str,
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sead::Vector4f* vec);
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bool sendMsgStringVoidPtr(HitSensor* receiver, HitSensor* sender, const char* str, void* ptr);
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bool isMsgPushAll(const SensorMsg* msg);
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bool isMsgPush(const SensorMsg* msg);
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bool isMsgPushStrong(const SensorMsg* msg);
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bool isMsgPushVeryStrong(const SensorMsg* msg);
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bool isMsgHoldReleaseAll(const SensorMsg* msg);
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bool isMsgHoldCancel(const SensorMsg* msg);
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bool isMsgPlayerRelease(const SensorMsg* msg);
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bool isMsgPlayerReleaseBySwing(const SensorMsg* msg);
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bool isMsgPlayerReleaseDead(const SensorMsg* msg);
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bool isMsgPlayerReleaseDamage(const SensorMsg* msg);
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bool isMsgPlayerReleaseDemo(const SensorMsg* msg);
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bool isMsgItemGetDirectAll(const SensorMsg* msg);
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bool isMsgPlayerItemGet(const SensorMsg* msg);
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bool isMsgRideAllPlayerItemGet(const SensorMsg* msg);
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bool isMsgPlayerTailAttack(const SensorMsg* msg);
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bool isMsgItemGetByObjAll(const SensorMsg* msg);
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bool isMsgBallItemGet(const SensorMsg* msg);
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bool isMsgKickKouraItemGet(const SensorMsg* msg);
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bool isMsgKillerItemGet(const SensorMsg* msg);
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bool isMsgItemGetAll(const SensorMsg* msg);
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bool isMsgFloorTouch(const SensorMsg* msg);
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bool isMsgPlayerFloorTouch(const SensorMsg* msg);
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bool isMsgEnemyFloorTouch(const SensorMsg* msg);
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bool isMsgUpperPunch(const SensorMsg* msg);
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bool isMsgPlayerUpperPunch(const SensorMsg* msg);
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bool isMsgEnemyUpperPunch(const SensorMsg* msg);
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bool isMsgPlayerTrample(const SensorMsg* msg);
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bool isMsgPlayerTrampleReflect(const SensorMsg* msg);
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bool isMsgPlayerHipDropAll(const SensorMsg* msg);
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bool isMsgPlayerStatueDrop(const SensorMsg* msg);
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bool isMsgPlayerObjHipDropAll(const SensorMsg* msg);
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bool isMsgPlayerObjStatueDrop(const SensorMsg* msg);
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bool isMsgPlayerObjHipDropReflectAll(const SensorMsg* msg);
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bool isMsgPlayerObjStatueDropReflect(const SensorMsg* msg);
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bool isMsgPlayerObjHipDropHighJump(const SensorMsg* msg);
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bool isMsgPlayerHipDropKnockDown(const SensorMsg* msg);
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bool isMsgPlayerObjStatueDropReflectNoCondition(const SensorMsg* msg);
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bool isMsgPlayerStatueTouch(const SensorMsg* msg);
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bool isMsgPlayerObjUpperPunch(const SensorMsg* msg);
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bool isMsgPlayerRollingAttack(const SensorMsg* msg);
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bool isMsgPlayerRollingReflect(const SensorMsg* msg);
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bool isMsgPlayerObjRollingAttack(const SensorMsg* msg);
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bool isMsgPlayerObjRollingAttackFailure(const SensorMsg* msg);
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bool isMsgPlayerInvincibleAttack(const SensorMsg* msg);
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bool isMsgPlayerFireBallAttack(const SensorMsg* msg);
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bool isMsgPlayerRouteDokanFireBallAttack(const SensorMsg* msg);
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bool isMsgPlayerKick(const SensorMsg* msg);
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bool isMsgPlayerCatch(const SensorMsg* msg);
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bool isMsgPlayerSlidingAttack(const SensorMsg* msg);
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bool isMsgPlayerBoomerangAttack(const SensorMsg* msg);
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bool isMsgPlayerBoomerangAttackCollide(const SensorMsg* msg);
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bool isMsgPlayerBoomerangReflect(const SensorMsg* msg);
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bool isMsgPlayerBoomerangBreak(const SensorMsg* msg);
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bool isMsgPlayerBodyAttack(const SensorMsg* msg);
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bool isMsgPlayerBodyLanding(const SensorMsg* msg);
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bool isMsgPlayerBodyAttackReflect(const SensorMsg* msg);
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bool isMsgPlayerClimbAttack(const SensorMsg* msg);
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bool isMsgPlayerSpinAttack(const SensorMsg* msg);
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bool isMsgPlayerGiantAttack(const SensorMsg* msg);
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bool isMsgPlayerCooperationHipDrop(const SensorMsg* msg);
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bool isMsgPlayerClimbSlidingAttack(const SensorMsg* msg);
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bool isMsgPlayerClimbRollingAttack(const SensorMsg* msg);
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bool isMsgPlayerGiantHipDrop(const SensorMsg* msg);
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bool isMsgPlayerDisregard(const SensorMsg* msg);
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bool isMsgPlayerDash(const SensorMsg* msg);
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bool isMsgPlayerDamageTouch(const SensorMsg* msg);
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bool isMsgPlayerFloorTouchBind(const SensorMsg* msg);
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bool isMsgPlayerTouch(const SensorMsg* msg);
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bool isMsgPlayerInvincibleTouch(const SensorMsg* msg);
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bool isMsgPlayerGiantTouch(const SensorMsg* msg);
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bool isMsgPlayerObjTouch(const SensorMsg* msg);
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bool isMsgPlayerPutOnEquipment(const SensorMsg* msg);
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bool isMsgPlayerReleaseEquipment(const SensorMsg* msg);
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bool isMsgPlayerReleaseEquipmentGoal(const SensorMsg* msg);
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bool isMsgPlayerCarryFront(const SensorMsg* msg);
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bool isMsgPlayerCarryFrontWallKeep(const SensorMsg* msg);
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bool isMsgPlayerCarryUp(const SensorMsg* msg);
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bool isMsgPlayerCarryKeepDemo(const SensorMsg* msg);
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bool isMsgPlayerCarryWarp(const SensorMsg* msg);
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bool isMsgPlayerLeave(const SensorMsg* msg);
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bool isMsgPlayerToss(const SensorMsg* msg);
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bool isMsgEnemyAttack(const SensorMsg* msg);
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bool isMsgEnemyAttackFire(const SensorMsg* msg);
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bool isMsgEnemyAttackKnockDown(const SensorMsg* msg);
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bool isMsgEnemyAttackBoomerang(const SensorMsg* msg);
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bool isMsgEnemyAttackNeedle(const SensorMsg* msg);
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bool isMsgEnemyItemGet(const SensorMsg* msg);
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bool isMsgEnemyRouteDokanAttack(const SensorMsg* msg);
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bool isMsgEnemyRouteDokanFire(const SensorMsg* msg);
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bool isMsgExplosion(const SensorMsg* msg);
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bool isMsgExplosionCollide(const SensorMsg* msg);
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bool isMsgBindStart(const SensorMsg* msg);
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bool isMsgBindInit(const SensorMsg* msg);
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bool isMsgBindEnd(const SensorMsg* msg);
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bool isMsgBindCancel(const SensorMsg* msg);
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bool isMsgBindCancelByDemo(const SensorMsg* msg);
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bool isMsgBindDamage(const SensorMsg* msg);
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bool isMsgBindSteal(const SensorMsg* msg);
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bool isMsgBindGiant(const SensorMsg* msg);
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bool isMsgPressureDeath(const SensorMsg* msg);
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bool isMsgNpcTouch(const SensorMsg* msg);
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bool isMsgHit(const SensorMsg* msg);
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bool isMsgHitStrong(const SensorMsg* msg);
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bool isMsgHitVeryStrong(const SensorMsg* msg);
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bool isMsgKnockDown(const SensorMsg* msg);
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bool isMsgMapPush(const SensorMsg* msg);
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bool isMsgVanish(const SensorMsg* msg);
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bool isMsgChangeAlpha(const SensorMsg* msg);
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bool isMsgShowModel(const SensorMsg* msg);
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bool isMsgHideModel(const SensorMsg* msg);
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bool isMsgRestart(const SensorMsg* msg);
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bool isMsgEnemyTouch(const SensorMsg* msg);
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bool isMsgEnemyTrample(const SensorMsg* msg);
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bool isMsgMapObjTrample(const SensorMsg* msg);
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bool isMsgNeedleBallAttack(const SensorMsg* msg);
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bool isMsgPunpunFloorTouch(const SensorMsg* msg);
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bool isMsgInvalidateFootPrint(const SensorMsg* msg);
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bool isMsgKickKouraAttack(const SensorMsg* msg);
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bool isMsgKickKouraAttackCollide(const SensorMsg* msg);
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bool isMsgKickKouraReflect(const SensorMsg* msg);
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bool isMsgKickKouraCollideNoReflect(const SensorMsg* msg);
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bool isMsgKickKouraBreak(const SensorMsg* msg);
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bool isMsgKickKouraBlow(const SensorMsg* msg);
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bool isMsgKickStoneAttack(const SensorMsg* msg);
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bool isMsgKickStoneAttackCollide(const SensorMsg* msg);
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bool isMsgKickStoneAttackHold(const SensorMsg* msg);
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bool isMsgKickStoneAttackReflect(const SensorMsg* msg);
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bool isMsgKickStoneTrample(const SensorMsg* msg);
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bool isMsgKillerAttack(const SensorMsg* msg);
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bool isMsgLiftGeyser(const SensorMsg* msg);
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bool isMsgWarpStart(const SensorMsg* msg);
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bool isMsgWarpEnd(const SensorMsg* msg);
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bool isMsgHoleIn(const SensorMsg* msg);
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bool isMsgJumpInhibit(const SensorMsg* msg);
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bool isMsgGoalKill(const SensorMsg* msg);
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bool isMsgGoal(const SensorMsg* msg);
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bool isMsgBallAttack(const SensorMsg* msg);
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bool isMsgBallRouteDokanAttack(const SensorMsg* msg);
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bool isMsgBallAttackHold(const SensorMsg* msg);
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bool isMsgBallAttackDRCHold(const SensorMsg* msg);
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bool isMsgBallAttackCollide(const SensorMsg* msg);
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bool isMsgBallTrample(const SensorMsg* msg);
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bool isMsgBallTrampleCollide(const SensorMsg* msg);
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bool isMsgFireBallCollide(const SensorMsg* msg);
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bool isMsgFireBallFloorTouch(const SensorMsg* msg);
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bool isMsgDokanBazookaAttack(const SensorMsg* msg);
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bool isMsgSwitchOn(const SensorMsg* msg);
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bool isMsgSwitchOnInit(const SensorMsg* msg);
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bool isMsgSwitchOffInit(const SensorMsg* msg);
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bool isMsgSwitchKillOn(const SensorMsg* msg);
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bool isMsgSwitchKillOnInit(const SensorMsg* msg);
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bool isMsgSwitchKillOffInit(const SensorMsg* msg);
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bool isMsgAskSafetyPoint(const SensorMsg* msg);
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bool trySetAskSafetyPointFollowPos(const SensorMsg* msg, sead::Vector3f*);
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bool isMsgTouchAssist(const SensorMsg* msg);
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bool isMsgTouchAssistNoPat(const SensorMsg* msg);
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bool isMsgTouchAssistTrig(const SensorMsg* msg);
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bool isMsgTouchAssistTrigOff(const SensorMsg* msg);
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bool isMsgTouchAssistTrigNoPat(const SensorMsg* msg);
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bool isMsgTouchAssistBurn(const SensorMsg* msg);
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bool isMsgTouchAssistAll(const SensorMsg* msg);
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bool isMsgTouchCarryItem(const SensorMsg* msg);
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bool isMsgTouchReleaseItem(const SensorMsg* msg);
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bool isMsgTouchStroke(const SensorMsg* msg);
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bool isMsgIsNerveSupportFreeze(const SensorMsg* msg);
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bool isMsgOnSyncSupportFreeze(const SensorMsg* msg);
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bool isMsgOffSyncSupportFreeze(const SensorMsg* msg);
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bool isMsgScreenPointInvalidCollisionParts(const SensorMsg* msg);
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bool isMsgBlockUpperPunch(const SensorMsg* msg);
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|
bool isMsgBlockLowerPunch(const SensorMsg* msg);
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bool isMsgBlockItemGet(const SensorMsg* msg);
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bool isMsgPlayerKouraAttack(const SensorMsg* msg);
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bool isMsgLightFlash(const SensorMsg* msg);
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bool isMsgForceAbyss(const SensorMsg* msg);
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bool isMsgSwordAttackHigh(const SensorMsg* msg);
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bool isMsgSwordAttackHighLeft(const SensorMsg* msg);
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bool isMsgSwordAttackHighRight(const SensorMsg* msg);
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bool isMsgSwordAttackLow(const SensorMsg* msg);
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bool isMsgSwordAttackLowLeft(const SensorMsg* msg);
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|
bool isMsgSwordAttackLowRight(const SensorMsg* msg);
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|
bool isMsgSwordBeamAttack(const SensorMsg* msg);
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|
bool isMsgSwordBeamReflectAttack(const SensorMsg* msg);
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|
bool isMsgSwordAttackJumpUnder(const SensorMsg* msg);
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|
bool isMsgShieldGuard(const SensorMsg* msg);
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|
bool isMsgAskMultiPlayerEnemy(const SensorMsg* msg);
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|
bool isMsgItemGettable(const SensorMsg* msg);
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|
bool isMsgKikkiThrow(const SensorMsg* msg);
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|
bool isMsgIsKikkiThrowTarget(const SensorMsg* msg);
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|
bool isMsgPlayerCloudGet(const SensorMsg* msg);
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|
bool isMsgAutoJump(const SensorMsg* msg);
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|
bool isMsgPlayerTouchShadow(const SensorMsg* msg);
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|
bool isMsgPlayerPullOutShadow(const SensorMsg* msg);
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|
bool isMsgPlayerAttackShadow(const SensorMsg* msg);
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|
bool isMsgPlayerAttackShadowStrong(const SensorMsg* msg);
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|
bool isMsgPlayerAttackChangePos(const SensorMsg* msg);
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|
bool isMsgAtmosOnlineLight(const SensorMsg* msg);
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|
bool isMsgLightBurn(const SensorMsg* msg);
|
|
bool isMsgMoonLightBurn(const SensorMsg* msg);
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|
bool isMsgString(const SensorMsg* msg);
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|
bool isMsgStringV4fPtr(const SensorMsg* msg);
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|
bool isMsgStringV4fSensorPtr(const SensorMsg* msg);
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|
bool isMsgStringVoidPtr(const SensorMsg* msg);
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|
bool isMsgPlayerTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*, const HitSensor*);
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bool isMsgPlayerTrampleReflectForCrossoverSensor(const SensorMsg* msg, const HitSensor*,
|
|
const HitSensor*);
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|
bool isMsgPlayerUpperPunchForCrossoverSensor(const SensorMsg* msg, const HitSensor*,
|
|
const HitSensor*, f32);
|
|
bool isMsgKickStoneTrampleForCrossoverSensor(const SensorMsg* msg, const HitSensor*,
|
|
const HitSensor*);
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} // namespace al
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