mirror of
https://github.com/MonsterDruide1/OdysseyDecomp
synced 2026-05-01 04:54:30 +00:00
137 lines
8.7 KiB
C++
137 lines
8.7 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* actor, const ActorInitInfo& info,
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const ActorResource* resource, s32 blendAnimMax);
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void initActorModelKeeper(LiveActor* actor, const ActorInitInfo& info, const char* actorResource,
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s32 blendAnimMax, const char* animResource);
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void initActorModelKeeperByHost(LiveActor* actor, const LiveActor* host);
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void initActorModelForceCubeMap(LiveActor* actor, const ActorInitInfo& info);
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void initActorActionKeeper(LiveActor* actor, const ActorInitInfo& info,
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const char* modelArchiveName, const char* suffix);
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void initActorActionKeeper(LiveActor* actor, const ActorResource* resource,
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const char* modelArchiveName, const char* suffix);
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void initActorEffectKeeper(LiveActor* actor, const ActorInitInfo& info, const char* name);
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void initActorSeKeeper(LiveActor* actor, const ActorInitInfo& info, const char* seName,
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const sead::Vector3f* transPtr, const sead::Matrix34f* baseMtx);
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void initActorSeKeeper(LiveActor* actor, const ActorInitInfo& info, const char* seName);
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void initActorSeKeeperWithout3D(LiveActor* actor, const ActorInitInfo& info, const char* seName);
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void initActorBgmKeeper(LiveActor* actor, const ActorInitInfo& info, const char* bgmName);
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bool isInitializedBgmKeeper(LiveActor* actor);
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void initHitReactionKeeper(LiveActor* actor, const char* suffix);
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void initHitReactionKeeper(LiveActor* actor, const Resource* resource, const char* suffix);
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void initActorParamHolder(LiveActor* actor, const char* suffix);
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void initActorParamHolder(LiveActor* actor, const Resource* resource, const char* suffix);
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void initDepthShadowMapCtrl(LiveActor* actor, const Resource* resource, const ActorInitInfo& info,
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const char* suffix);
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void initDepthShadowMapCtrlWithoutIter(LiveActor* actor, s32 size, bool isAppendSubActor);
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void addDepthShadowMapInfo(const LiveActor* actor, const char* a1, s32 a2, s32 a3, s32 a4, f32 a5,
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bool a6, const sead::Vector3f& a7, bool a8, const sead::Vector3f& a9,
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const sead::Vector3f& a10, bool a11, const char* a12, s32 a13, bool a14,
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f32 a15, f32 a16, f32 a17, bool a18, bool a19, f32 a20, s32 a21,
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bool a22);
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void declareUseDepthShadowMap(const LiveActor* actor, s32 num);
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void createDepthShadowMap(const LiveActor* actor, const char* a1, s32 a2, s32 a3, s32 a4);
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void initShadowMaskCtrl(LiveActor* actor, const ActorInitInfo& info, const ByamlIter& iter,
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const char* unused);
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void initShadowMaskCtrlWithoutInitFile(LiveActor* actor, const ActorInitInfo& info, s32 numMasks);
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void createShadowMaskSphere(LiveActor* actor, const char* name, const char* jointName,
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const char* drawCategory);
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void createShadowMaskCube(LiveActor* actor, const char* name, const char* jointName,
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const char* drawCategory, const sead::Color4f& color,
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const sead::Vector3f& offset, f32 a2, f32 a3, f32 dropLength,
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const sead::Vector3f& a5, f32 a6);
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void createShadowMaskCylinder(LiveActor* actor, const char* name, const char* jointName,
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const char* drawCategory, const sead::Color4f& color,
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const sead::Vector3f& offset, f32 a2, f32 dropLength, f32 a3, f32 a5,
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f32 a6);
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void createShadowMaskCastOvalCylinder(LiveActor* actor, const char* name, const char* jointName,
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const char* drawCategory, const sead::Color4f& color,
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const sead::Vector3f& offset, const sead::Vector3f& scale,
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f32 dropLength, f32 expXZ, f32 expY, f32 distYBase);
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void initActorCollision(LiveActor* actor, const sead::SafeString& filePath,
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HitSensor* connectedSensor, const sead::Matrix34f* jointMtx);
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void initActorCollisionWithResource(LiveActor* actor, const Resource* resource,
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const sead::SafeString& filePath, HitSensor* connectedSensor,
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const sead::Matrix34f* jointMtx, const char* suffix);
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void initActorCollisionWithArchiveName(LiveActor* actor, const sead::SafeString& resourceName,
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const sead::SafeString& filePath, HitSensor* connectedSensor,
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const sead::Matrix34f* jointMtx);
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void initActorCollisionWithFilePtr(LiveActor* actor, void* kcl, const void* byml,
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HitSensor* connectedSensor, const sead::Matrix34f* jointMtx,
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const char* specialPurpose, const char* optionalPurpose,
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s32 priority);
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void initStageSwitch(LiveActor* actor, const ActorInitInfo& info);
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void initActorItemKeeper(LiveActor* actor, const ActorInitInfo& info, const ByamlIter& iter);
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bool initActorPrePassLightKeeper(LiveActor* actor, const Resource* resource,
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const ActorInitInfo& info, const char* suffix);
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void initActorOcclusionKeeper(LiveActor* actor, const Resource* resource, const ActorInitInfo& info,
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const char* fileSuffix);
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void initSubActorKeeper(LiveActor* actor, const ActorInitInfo& info, const char* suffix,
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s32 maxSubActors);
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void initSubActorKeeperNoFile(LiveActor* actor, const ActorInitInfo& info, s32 maxSubActors);
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void registerSubActor(LiveActor* actor, LiveActor* subActor);
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void registerSubActorSyncClipping(LiveActor* actor, LiveActor* subActor);
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void registerSubActorSyncClippingAndHide(LiveActor* actor, LiveActor* subActor);
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void registerSubActorSyncAll(LiveActor* actor, LiveActor* subActor);
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void setSubActorOffSyncClipping(LiveActor* actor);
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void initScreenPointKeeper(LiveActor* actor, const Resource* resource, const ActorInitInfo& info,
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const char* fileName);
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void initScreenPointKeeperNoYaml(LiveActor* actor, s32 size);
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void initActorMaterialCategory(LiveActor* actor, const ActorInitInfo& info, const char* a1);
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} // namespace al
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