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https://github.com/MonsterDruide1/OdysseyDecomp
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37 lines
1.8 KiB
C++
37 lines
1.8 KiB
C++
#pragma once
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#include <basis/seadTypes.h>
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namespace al {
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class IUseLayoutAction;
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class Nerve;
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void startAction(IUseLayoutAction* layout, const char* actionName, const char* paneName);
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void startFreezeAction(IUseLayoutAction* layout, const char* actionName, f32 frame,
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const char* paneName);
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void startFreezeActionEnd(IUseLayoutAction* layout, const char* actionName, const char* paneName);
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void startActionAtRandomFrame(IUseLayoutAction* layout, const char* actionName,
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const char* paneName);
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void startFreezeGaugeAction(IUseLayoutAction* layout, f32 value, f32 minFrame, f32 maxFrame,
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const char* actionName, const char* paneName);
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bool tryStartAction(IUseLayoutAction* layout, const char* actionName, const char* paneName);
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f32 getActionFrame(const IUseLayoutAction* layout, const char* paneName);
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f32 getActionFrameRate(const IUseLayoutAction* layout, const char* paneName);
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f32 getActionFrameMax(const IUseLayoutAction* layout, const char* actionName, const char* paneName);
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void setActionFrameRate(const IUseLayoutAction* layout, f32 frameRate, const char* paneName);
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void setActionFrame(const IUseLayoutAction* layout, f32 frame, const char* paneName);
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bool isActionOneTime(const IUseLayoutAction* layout, const char* actionName, const char* paneName);
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bool isActionPlaying(const IUseLayoutAction* layout, const char* actionName, const char* paneName);
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bool isAnyActionPlaying(const IUseLayoutAction* layout, const char* paneName);
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bool isActionEnd(const IUseLayoutAction* layout, const char* paneName);
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bool isExistAction(const IUseLayoutAction* layout, const char* actionName);
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bool isExistAction(const IUseLayoutAction* layout, const char* actionName, const char* paneName);
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void setNerveAtActionEnd(const IUseLayoutAction* layout, const Nerve* nerve);
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} // namespace al
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