3#include "Game/Util/Functor.hpp"
4#include <JSystem/JGeometry/TVec.hpp>
16 void connectToScene(
NameObj *,
int,
int,
int,
int);
17 void connectToSceneCollisionMapObj(
LiveActor *);
18 void connectToSceneCollisionMapObjMovementCalcAnim(
LiveActor *);
19 void connectToSceneCollisionMapObjWeakLight(
LiveActor *);
20 void connectToSceneCollisionMapObjStrongLight(
LiveActor *);
21 void connectToSceneCollisionEnemy(
LiveActor *);
22 void connectToSceneCollisionEnemyMovement(
NameObj *);
23 void connectToSceneCollisionEnemyStrongLight(
LiveActor *);
24 void connectToSceneCollisionEnemyNoShadowedMapObjStrongLight(
LiveActor *);
26 void connectToSceneNpcMovement(
LiveActor *);
29 void connectToSceneEnemyMovement(
NameObj *);
31 void connectToSceneMapObjMovement(
NameObj *);
32 void connectToSceneMapObjMovementCalcAnim(
NameObj *);
33 void connectToSceneMapObjNoMovement(
LiveActor *);
34 void connectToSceneMapObjNoCalcAnim(
LiveActor *);
35 void connectToSceneMapObjNoCalcAnimStrongLight(
LiveActor *);
36 void connectToSceneMapObjDecoration(
LiveActor *);
37 void connectToSceneMapObjDecorationStrongLight(
LiveActor *);
38 void connectToSceneMapObjDecorationMovement(
NameObj *);
39 void connectToSceneMapObjStrongLight(
LiveActor *);
42 void connectToSceneEnvironment(
LiveActor *);
43 void connectToSceneEnvironmentStrongLight(
LiveActor *);
44 void connectToClippedMapParts(
LiveActor *);
45 void connectToSceneEnemyDecoration(
LiveActor *);
47 void connectToSceneItemStrongLight(
LiveActor *);
48 void connectToSceneIndirectEnemy(
LiveActor *);
49 void connectToSceneIndirectNpc(
LiveActor *);
50 void connectToSceneIndirectMapObj(
LiveActor *);
51 void connectToSceneIndirectMapObjStrongLight(
LiveActor *);
52 void connectToSceneAreaObj(
NameObj *);
56 void connectToSceneNoSilhouettedMapObjStrongLight(
LiveActor *);
58 void connectToSceneLayout(
NameObj *);
59 void connectToSceneLayoutOnPause(
NameObj *);
61 void connectToSceneTalkLayout(
NameObj *);
63 void connectToSceneCamera(
NameObj *);
67 void connectToSceneAreaObj(
NameObj *);
69 void connectToSceneMirrorMapObj(
LiveActor *);
73 void connectToSceneNoSilhouettedMapObj(
LiveActor *);
75 void connectToSceneNoSilhouettedMapObjWeakLightNoMovement(
LiveActor *);
79 void connectToSceneMirrorMapObjNoMovement(
LiveActor *);
81 void connectToSceneMirrorMapObjDecoration(
LiveActor *);
83 void connectToSceneNoShadowedMapObjStrongLight(
LiveActor *);
85 bool isName(
const NameObj *,
const char *);
88 bool isStageStateScenarioOpeningCamera();
90 void requestMovementOn(
NameObj *);
91 void requestMovementOff(
NameObj *);
93 const JMapInfo* createCsvParser(
const char *,
const char *, ...);
96 s32 getCsvDataElementNum(
const JMapInfo *);
98 void getCsvDataStr(
const char **,
const JMapInfo *,
const char *, s32) NO_INLINE;
99 void getCsvDataStrOrNULL(
const char **,
const JMapInfo *,
const char *, s32);
100 void getCsvDataS32(s32 *,
const JMapInfo *,
const char *, s32);
101 void getCsvDataU8(u8 *,
const JMapInfo *,
const char *, s32);
102 void getCsvDataF32(f32 *,
const JMapInfo *,
const char *, s32);
103 void getCsvDataBool(
bool *,
const JMapInfo *,
const char *, s32);
104 void getCsvDataVec(Vec *,
const JMapInfo *,
const char *, s32);
105 void getCsvDataColor(GXColor *,
const JMapInfo *,
const char *, s32);
122 bool isJudgedToClipFrustum(
const TVec3f &, f32);
123 bool isJudgedToClipFrustum100m(
const TVec3f &, f32);
124 bool isJudgedToClipFrustum300m(
const TVec3f &, f32);
126 bool tryRumblePad(
const void *,
const char *, s32);
127 bool tryRumblePadVeryStrongLong(
const void *, s32);
128 bool tryRumblePadWeak(
const void *, s32);
129 bool tryRumblePadVeryWeak(
const void *, s32);
130 bool tryRumblePadMiddle(
const void *, s32);
131 bool tryRumblePadStrong(
const void *, s32);
132 bool tryRumblePadVeryStrong(
const void *, s32);
134 bool tryRumbleDefaultHit(
const void *, s32);
136 void declareCoin(
const NameObj *, s32);
137 s32 getDeclareRemnantCoinCount(
const NameObj *);
138 void hopCoin(
const NameObj *,
const TVec3f &,
const TVec3f &);
139 void appearCoinFix(
const NameObj *,
const TVec3f &, s32);
141 void appearCoinPop(
const NameObj *,
const TVec3f &, s32);
142 void appearCoinPopToDirection(
const NameObj *,
const TVec3f &,
const TVec3f &, s32);
144 void appearCoinToVelocity(
const NameObj *,
const TVec3f &,
const TVec3f &, s32);
146 void appearCoinCircle(
const NameObj *,
const TVec3f &, s32);
148 void declareStarPiece(
const NameObj *, s32);
149 s32 getDeclareRemnantStarPieceCount(
const NameObj *);
150 s32 getDeclareRemnantStarPieceCountNotExist(
const NameObj *);
151 void declareStarPieceReceiver(
const NameObj *, s32);
152 void clearGotCountStarPieceReceiver(
const NameObj *);
153 void hopStarPiece(
const NameObj *,
const TVec3f &,
const TVec3f &);
154 bool appearStarPiece(
const NameObj *,
const TVec3f &, s32, f32, f32,
bool);
155 void appearStarPieceToDirection(
const NameObj *,
const TVec3f &,
const TVec3f &, s32, f32, f32,
bool);
157 void declarePowerStar(
const NameObj *);
158 void declarePowerStar(
const NameObj *, s32);
159 void declarePowerStarCoin100();
160 void appearPowerStarContinueCurrentDemo(
const NameObj *,
const TVec3f &);
161 void appearPowerStarWithoutDemo(
const NameObj *);
162 void requestAppearPowerStar(
const NameObj *);
163 void requestAppearPowerStar(
const NameObj *,
const TVec3f &);
164 void requestAppearPowerStar(
const NameObj *, s32,
const TVec3f &);
167 void shakeCameraWeak();
168 void shakeCameraNormal();
169 void shakeCameraStrong();
170 void shakeCameraVeryStrong();
171 void shakeCameraInfinity(
NameObj *, f32, f32);
173 void stopShakingCamera(
NameObj *);
175 void findNamePos(
const char *, TVec3f *, TVec3f *);
177 bool isInWater(
const TVec3f &);
178 bool isInDeath(
const TVec3f &);
179 bool isInDarkMatter(
const TVec3f &);
182 void stopSceneForDefaultHit(s32);
184 const ResTIMG* loadTexFromArc(
const char *,
const char *);
186 void joinToNameObjGroup(
NameObj *,
const char *);
188 bool isEndPowerStarAppearDemo(
const NameObj *);
192 bool tryFindNamePos(
const char *, TVec3f *, TVec3f *);
193 bool tryFindLinkNamePos(
const NameObj *,
const char *, MtxPtr);
The basis of a drawable actor that can contain states (see: Nerve)
The most basic form of an object.