#pragma once #include class BckCtrlData; class CubeCameraArea; class HitSensor; class LiveActor; class MarioActor; class RushEndInfo; class Triangle; namespace MarioAccess { void getTakePos(TVec3f*); bool isOnActor(const LiveActor*); bool isOnGround(u32); bool isHipDropFalling(); bool isHipDropLand(); bool isSwingAction(); bool isInRush(); bool isSquat(); bool isParalyzing(); bool isTeresaDisappear(); bool isFlying(); bool isNeedBrakingCamera(); CubeCameraArea* getCameraCubeCode(); bool isSwimming(); bool isSkating(); Triangle* getGroundingPolygon(u32); Triangle* getShadowingPolygon(); f32 getShadowHeight(); void forceKill(u32, u32); bool isOnPress(); bool isDisableFpView(); bool isFpViewChangingFailure(); void stopFpView(); void noticeDashChance(); void setWalkingResist(f32); void forceFly(const TVec3f&, const TVec3f&, s32); void setJumpVec(const TVec3f&); void forceJump(const TVec3f&, u32); void freeJump(const TVec3f&, u32); void tornadoJump(); void tornadoJumpMini(); void becomeNormalJumpStatus(); void setFrontVecKeepUp(const TVec3f&, u16); void setFrontVecTarget(const TVec3f&, u16); void getThrowVec(TVec3f*); void setTrans(const TVec3f&, u16); void endRush(const RushEndInfo*); void incLife(u32); bool isConfrontDeath(); void addStarPiece(); void getStarPieceDirect(); MtxPtr getJointMtx(const char*); TVec3f* getVelocity(); TVec3f* getLastMove(); void hide(); void show(); HitSensor* getTakingSensor(); void dropTakingActor(); void killTakingActor(); f32 getAnimationFrameMax(); void changeAnimationJ(const char*); void changeAnimationE(const char*, s32); void changeAnimationE(const char*, const char*); void changeAnimationE(const char*, const BckCtrlData&); void keepCurrentAnimation(); void progressAnimation(); const char* getCurrentBckName(); void setAnimationBlendWeight(const f32*); void setSpot(f32, u32); void offControl(); bool isOffControl(); void onControl(bool); void setStateWait(); void startTalk(const LiveActor*); void endTalk(); void readyRemoteDemo(); void onFollowDemo(); void setBaseMtx(MtxPtr); MtxPtr getBaseMtx(); bool calcSpinPullVelocity(TVec3f*, const TVec3f&); void tryCoinPull(); void addVelocity(const TVec3f&); void addVelocityFromArea(const TVec3f&); bool isOnWaterSurface(); void calcWorldPadDir(TVec3f*, f32, f32); void preventRush(); MarioActor* getPlayerActor(); void validateSensor(); void incOxygen(u32); void scatterStarPiece(u32); void startDownWipe(); void readyDemo(); void endRemoteDemo(const RushEndInfo*); bool isInWaterMode(); void changeItemStatus(s32); }; // namespace MarioAccess