3#include "JSystem/JGeometry/TVec.hpp"
12 HitSensor* addHitSensorTransferableBinder(
LiveActor *,
const char *, u16, f32,
const TVec3f &);
13 HitSensor* addHitSensorPriorBinder(
LiveActor *,
const char *, u16, f32,
const TVec3f &);
16 HitSensor* addHitSensorMapObjPress(
LiveActor *,
const char *, u16, f32,
const TVec3f &);
17 HitSensor* addHitSensorMapObjSimple(
LiveActor *,
const char *, u16, f32,
const TVec3f &);
18 HitSensor* addHitSensorMapObjMoveCollision(
LiveActor *,
const char *, u16, f32,
const TVec3f &);
20 HitSensor* addHitSensorEnemySimple(
LiveActor *,
const char *, u16, f32,
const TVec3f &);
21 HitSensor* addHitSensorEnemyAttack(
LiveActor *,
const char *, u16, f32,
const TVec3f &);
25 HitSensor* addHitSensorPosBinder(
LiveActor *,
const char *, u16, f32,
const TVec3f *,
const TVec3f &);
26 HitSensor* addHitSensorPosRide(
LiveActor *,
const char *, u16, f32,
const TVec3f *,
const TVec3f &);
27 HitSensor* addHitSensorPosMapObj(
LiveActor *,
const char *, u16, f32,
const TVec3f *,
const TVec3f &);
28 HitSensor* addHitSensorPosEye(
LiveActor *,
const char *, u16, f32,
const TVec3f *,
const TVec3f &);
29 HitSensor* addHitSensorMtx(
LiveActor *,
const char *, u32, u16, f32, MtxPtr,
const TVec3f &);
30 HitSensor* addHitSensorMtxRide(
LiveActor *,
const char *, u16, f32, MtxPtr,
const TVec3f &);
31 HitSensor* addHitSensorMtxMapObj(
LiveActor *,
const char *, u16, f32, MtxPtr,
const TVec3f &);
32 HitSensor* addHitSensorMtxEnemy(
LiveActor *,
const char *, u16, f32, MtxPtr,
const TVec3f &);
33 HitSensor* addHitSensorMtxEnemyAttack(
LiveActor *,
const char *, u16, f32, MtxPtr,
const TVec3f &);
34 HitSensor* addHitSensorMtxNpc(
LiveActor *,
const char *, u16, f32, MtxPtr,
const TVec3f &);
35 HitSensor* addHitSensorMtxAnimal(
LiveActor *,
const char *, u16, f32, MtxPtr,
const TVec3f &);
36 HitSensor* addHitSensorAtJoint(
LiveActor *,
const char *,
const char *, u32, u16, f32,
const TVec3f &);
37 HitSensor* addHitSensorAtJointRide(
LiveActor *,
const char *,
const char *, u16, f32,
const TVec3f &);
38 HitSensor* addHitSensorAtJointMapObj(
LiveActor *,
const char *,
const char *, u16, f32,
const TVec3f &);
39 HitSensor* addHitSensorAtJointMapObjSimple(
LiveActor *,
const char *,
const char *, u16, f32,
const TVec3f &);
40 HitSensor* addHitSensorAtJointEnemy(
LiveActor *,
const char *,
const char *, u16, f32,
const TVec3f &);
41 HitSensor* addHitSensorAtJointEnemySimple(
LiveActor *,
const char *,
const char *, u16, f32,
const TVec3f &);
42 HitSensor* addHitSensorAtJointEnemyAttack(
LiveActor *,
const char *,
const char *, u16, f32,
const TVec3f &);
43 HitSensor* addHitSensorAtJointNpc(
LiveActor *,
const char *,
const char *, u16, f32,
const TVec3f &);
44 HitSensor* addHitSensorAtJointEye(
LiveActor *,
const char *,
const char *, u16, f32,
const TVec3f &);
55 void addBodyMessageSensorMapObj(
LiveActor *);
56 void addBodyMessageSensor(
LiveActor *, u32);
63 bool isSensor(
const HitSensor *,
const char *);
68 bool isSensorPlayerOrRide(
const HitSensor *);
70 bool isSensorEnemyAttack(
const HitSensor *);
72 bool isMsgLockOnStarPieceShoot(u32);
74 bool isMsgHitmarkEmit(u32);
75 bool isMsgStarPieceAttack(u32);
76 bool isMsgStarPieceReflect(u32);
78 bool isMsgEnemyAttackFire(u32);
79 bool isMsgEnemyAttackFireStrong(u32);
81 bool isMsgToEnemyAttackBlow(u32);
82 bool isMsgToEnemyAttackTrample(u32);
84 bool isMsgFloorTouch(u32);
104 void calcSensorHorizonNormalize(TVec3f *,
const TVec3f &,
const HitSensor *,
const HitSensor *);
149 bool isMsgPlayerHitAll(u32);
150 bool isMsgPlayerSpinAttack(u32);
151 bool isMsgPlayerTrample(u32);
152 bool isMsgPlayerHipDrop(u32);
153 bool isMsgPlayerHipDropFloor(u32);
154 bool isMsgPlayerUpperPunch(u32);
155 bool isMsgPlayerKick(u32);
156 bool isMsgJetTurtleAttack(u32);
158 bool isMsgItemGet(u32);
159 bool isMsgItemPull(u32);
160 bool isMsgItemShow(u32);
161 bool isMsgItemHide(u32);
162 bool isMsgItemStartMove(u32);
163 bool isMsgItemEndMove(u32);
164 bool isMsgInhaleBlackHole(u32);
166 bool isMsgInvincibleAttack(u32);
168 bool isMsgFireBallAttack(u32);
170 bool isMsgSpinStormRange(u32);
172 bool isMsgAutoRushBegin(u32);
174 bool isMsgExplosionAttack(u32);
176 bool isMsgUpdateBaseMtx(u32);
185 bool tryUpdateHitSensorsAll(
LiveActor *);
193 void setSensorRadius(
LiveActor *,
const char *, f32);
195 void setSensorOffset(
LiveActor *,
const char *,
const TVec3f &);
197 void validateHitSensor(
LiveActor *,
const char *);
198 void invalidateHitSensor(
LiveActor *,
const char *);
The basis of a drawable actor that can contain states (see: Nerve)