#pragma once #include class GalaxyMoveArgument; class UserFile; namespace GameSequenceFunction { void activateGalaxyCometScheduler(); void deactivateGalaxyCometScheduler(); void forceToNextStateGalaxyCometScheduler(); bool isGalaxyCometLand(const char*); s32 getEncounterGalaxyCometPowerStarId(const char*); const char* getEncounterGalaxyCometName(const char*); s32 getGalaxyCometState(const char*); bool isNeedMoviePlayerForStorySequenceEvent(); bool hasNextDemoForStorySequenceEvent(); s32 getExecutingStorySequenceEventNum(); bool isLuigiDisappearFromAstroGalaxy(); bool isLuigiHidingAnyGalaxy(); bool isActiveLuigiHideAndSeekEvent(); bool isEndLuigiHideAndSeekEvent(); void getLuigiHidingGalaxyNameAndStarId(const char**, s32*); void onGameEventFlagGetLuigiLetter(); bool isReadyToStartScene(); void startScene(); void notifyToGameSequenceProgressToEndScene(); void requestChangeScene(const char*); void requestGalaxyMove(const GalaxyMoveArgument&); void requestCancelScenarioSelect(); void sendStageResultSequenceParam(const char*, s32, int, int); bool hasStageResultSequence() NO_INLINE; const char* getClearedStageName() NO_INLINE; s32 getClearedPowerStarId(); int getClearedStarPieceNum(); int getClearedCoinNum(); bool hasPowerStarYetAtResultSequence(); bool isPowerStarAtResultSequence(const char*, s32); bool isPowerStarGreenAtResultSequence(); bool isPowerStarRedAtResultSequence(); bool isGrandStarAtResultSequence(); bool hasRetryGalaxySequence(); bool isNeedToReflectStageResultSequenceStarPiece(); void reflectStageResultSequenceCoin(); void resetStageResultSequenceParam(); void startPreLoadSaveDataSequence(); void startTotalMailSizeSaveSequence(); void startGameDataLoadSequence(int, bool); void startCreateUserFileSequence(int); void startDeleteUserFileSequence(int); void startCopyUserFileSequence(int, int); void startSetMiiOrIconIdUserFileSequence(int, const void*, const u32*); void storeMiiOrIconIdUserFileSequence(int, const void*, const u32*); void storeCopyUserFileSequence(int, int); void startSaveAllUserFileSequence(); bool isActiveSaveDataHandleSequence(); bool isSuccessSaveDataHandleSequence(); void restoreUserFile(UserFile*, int); void restoreUserFile(UserFile*, int, bool); void tryNANDErrorSequence(s32); void reserveUserName(const wchar_t*); void requestPrepareResetNWC24(); bool isEnableToResetNWC24(); void resetNWC24(); void storeSceneStartGameDataHolder(); void updateGameDataAndSequenceAfterStageResultSequence(); void startGameDataSaveSequence(bool, bool); }; // namespace GameSequenceFunction