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125 lines
2.8 KiB
C++
125 lines
2.8 KiB
C++
#pragma once
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#include "JSystem/JGeometry/TVec.hpp"
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#include <revolution.h>
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class CameraTargetArg;
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class LiveActor;
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class HitSensor;
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class BckCtrlData;
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namespace MR {
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TVec3f* getPlayerPos();
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TVec3f* getPlayerCenterPos();
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TVec3f* getPlayerRotate();
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TVec3f* getPlayerVelocity();
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TVec3f* getPlayerLastMove();
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TVec3f* getPlayerVelocity();
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MtxPtr getPlayerBaseMtx();
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bool isPlayerDead();
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bool isPlayerInBind();
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bool isPlayerBindedBigBubble();
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bool isPlayerHidden();
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bool isPlayerHipDropLand();
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bool isPlayerSwingAction();
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bool isNearPlayerAnyTime(const LiveActor *, f32);
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void forceKillPlayerByAbyss();
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void setCameraTargetToPlayer(CameraTargetArg *);
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bool isPlayerInAreaObj(const char *);
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bool isOnGroundPlayer();
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bool isPlayerTeresaDisappear();
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bool isPlayerInRush();
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bool isPlayerHipDropFalling();
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f32 getPlayerHitRadius();
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void pushPlayerFromArea(const TVec3f &);
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bool isOnPlayer(const LiveActor *);
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bool isOnPlayer(const HitSensor *);
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bool isPlayerJumpRising();
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TVec3f* getPlayerGroundingPolygon();
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TVec3f* getPlayerGroundNormal();
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f32 calcDistanceToPlayer(const TVec3f &);
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void startBckPlayer(const char *, const char *);
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LiveActor* getPlayerDemoActor();
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void setPlayerBaseMtx(MtxPtr);
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void startLevelSoundPlayer(const char *, long);
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void incPlayerOxygen(u32);
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void scatterStarPiecePlayer(u32);
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void startSoundPlayer(const char *, s32);
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void stopSoundPlayer(const char *, u32);
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void showPlayer();
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void becomeContinuousBckPlayer();
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bool isPlayerElementModeBee();
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bool isPlayerElementModeIce();
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bool isPlayerInWaterMode();
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bool isPlayerOnWaterSurface();
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void changePlayerItemStatus(s32);
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void setPlayerStateWait();
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void setPlayerPos(const char *);
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void setPlayerPos(const TVec3f &);
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void setPlayerPosOnGroundAndWait(const char *);
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void endBindAndPlayerWait(LiveActor *);
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void endBindAndPlayerJump(LiveActor *, const TVec3f &, u32);
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void endBindAndPlayerDamageMsg(LiveActor *, u32);
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bool isPlayerPointedBy2POnTriggerButton();
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void endBindAndSpinDriverJump(LiveActor *, const TVec3f &);
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void endBindAndPlayerJumpWithRollLanding(LiveActor *, const TVec3f &, u32);
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void endBindAndPLayerForceWeakGravityJumpInputOff(LiveActor *, const TVec3f &);
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void setPlayerFrontTargetVec(const TVec3f &, s32);
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void setPlayerFrontVec(const TVec3f &, s32);
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void hidePlayer();
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bool isPlayerSwimming();
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void startBckPlayer(const char *, const char *);
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void startBckPlayer(const char *, const BckCtrlData &);
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void startBckPlayer(const char *, s32);
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bool isBckStoppedPlayer();
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f64 getBckFrameMaxPlayer();
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LiveActor* getCurrentRushActor();
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};
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