#pragma once #include class BckCtrlData; class CameraTargetArg; class CubeCameraArea; class HitSensor; class JUTTexture; class LiveActor; class NameObj; class Triangle; class XanimeResourceTable; namespace MR { bool isOnGroundPlayer(); Triangle* getPlayerGroundingPolygon(); void forceKillPlayerByAbyss(); void forceKillPlayerByWaterRace(); void forceKillPlayerByGroundRace(); void forceKillPlayerByGhostRace(); bool isPlayerDead(); bool isPlayerRefuseTalk(); bool isPlayerTeresaDisappear(); bool isPlayerInAreaObj(const char*); TVec3f* getPlayerPos(); TVec3f* getPlayerCenterPos(); void getPlayerTakePos(TVec3f*); void setPlayerPos(const TVec3f&); void setPlayerUpperRotateY(f32); TVec3f* getPlayerRotate(); TVec3f* getPlayerShadowRotate(); TVec3f* getPlayerVelocity(); TVec3f* getPlayerLastMove(); void setPlayerJumpVec(const TVec3f&); f32 getPlayerHitRadius(); void setPlayerWalkingResist(f32); const TVec3f* getPlayerGravity(); void calcPlayerSpinPullVelocity(TVec3f*, const TVec3f&); bool checkPlayerActionTrigger(); bool checkPlayerSwingTrigger(); f32 calcDistanceToPlayer(const TVec3f&); void getPlayerUpVec(TVec3f*); void getPlayerFrontVec(TVec3f*); void getPlayerSideVec(TVec3f*); void getPlayerThrowVec(TVec3f*); void getPlayerGroundPos(TVec3f*); const TVec3f* getPlayerGroundNormal(); void setPlayerFrontTargetVec(const TVec3f&, s32); void setPlayerFrontVec(const TVec3f&, s32); void setPlayerSwingInhibitTimer(u16); void setPlayerSwingPermission(bool); void setPlayerStateWait(); void startBckPlayer(const char*, const char* pBrkName = nullptr); void startBckPlayer(const char*, const BckCtrlData&); void startBckPlayer(const char*, s32); bool isBckStoppedPlayer(); bool isBckOneTimeAndStoppedPlayer(); f32 getBckFrameMaxPlayer(); s16 getBckFrameMaxPlayer(const char*); void startBckPlayerJ(const char*); void becomeContinuousBckPlayer(); void progressPlayerBckOnPause(); const char* getPlayerCurrentBckName(); void setBckBlendWeight(f32, f32); void setBckBlendWeight(f32, f32, f32); void setBckBlendWeight(f32, f32, f32, f32); void setBckRatePlayer(f32); XanimeResourceTable* getPlayerXanimeResource(); void jumpPlayer(const TVec3f&); void forceJumpPlayer(const TVec3f&); void forceFlyPlayer(const TVec3f&, const TVec3f&, s32); void tornadoJumpPlayer(); void miniTornadoJumpPlayer(); void becomePlayerNormalJumpStatus(); bool isOnPlayer(const HitSensor*); bool isActorOnPlayer(const LiveActor*); bool isOnPlayerShadow(const LiveActor*); f32 getPlayerShadowHeight(); void setPlayerPos(const char*) NO_INLINE; void setPlayerPosAndWait(const TVec3f&); void setPlayerPosAndWait(const char*); void setPlayerLinkPosAndWait(const NameObj*, const char*); void setPlayerPosOnGround(const char*); void setPlayerPosOnGroundAndWait(const char*); bool isPlayerHipDropFalling(); bool isPlayerHipDropLand(); void incPlayerLife(u32); void incPlayerOxygen(u32); bool isPlayerConfrontDeath(); void getStarPiecePlayer(); void notifyDirectGetStarPiecePlayer(); void scatterStarPiecePlayer(u32); bool isPlayerSwingAction(); bool isPlayerPointedBy2POnTriggerButton(); bool isPlayerSquat(); bool isPlayerInRush(); bool isPlayerNeedBrakingCamera(); bool isPlayerFlying(); bool isPlayerElementMode(s32); bool isPlayerElementModeTornado(); bool isPlayerElementModeInvincible(); bool isPlayerElementModeBee(); bool isPlayerElementModeHopper(); bool isPlayerElementModeTeresa(); bool isPlayerElementModeIce(); bool isPlayerElementModeNormal(); bool isPlayerSkating(); void changePlayerItemStatus(s32); void curePlayerElementMode(); bool isPlayerParalyzing(); bool isPlayerDamaging(); bool isPlayerStaggering(); bool isPlayerSwimming(); bool isPlayerSleeping(); bool isPlayerJumpRising(); void validatePlayerSensor(); bool isPlayerInBind(); void endBindAndPlayerWait(LiveActor*); void endBindAndPlayerJump(LiveActor*, const TVec3f&, u32); void endBindAndPlayerForceJump(LiveActor*, const TVec3f&, u32); void endBindAndPlayerWeakGravityJump(LiveActor*, const TVec3f&); void endBindAndPlayerForceWeakGravityJump(LiveActor*, const TVec3f&); void endBindAndPlayerForceWeakGravityJumpInputOff(LiveActor*, const TVec3f&); void endBindAndPlayerWeakGravityLimitJump(LiveActor*, const TVec3f&); void endBindAndSpinDriverJump(LiveActor*, const TVec3f&); void endBindAndPlayerDamage(LiveActor*, const TVec3f&); void endBindAndPlayerFlip(LiveActor*, const TVec3f&); void endBindAndPlayerJumpWithRollLanding(LiveActor*, const TVec3f&, u32); void endBindAndPlayerDamageMsg(LiveActor*, u32); void endBindAndPlayerDamageMsg(LiveActor*, u32, const TVec3f&); void endBindAndPlayerAcidDamage(LiveActor*); void endBindAndPlayerFreezeDamage(LiveActor*); void endBindAndPlayerFireDamage(LiveActor*); void endBindAndPlayerElectricDamage(LiveActor*); LiveActor* getCurrentRushActor(); HitSensor* getCurrentRushSensor(); void tryPlayerCoinPull(); void tryPlayerPullActor(HitSensor*); void tryPlayerDropTakingActor(); void tryPlayerKillTakingActor(); bool isPlayerTakingActor(const char*); bool isPlayerCarryAny(); void startSoundPlayer(const char*, s32); void startLevelSoundPlayer(const char*, s32); void stopSoundPlayer(const char*, u32); void startSoundPlayerJ(const char*); void showPlayer(); void hidePlayer(); void showPlayerJoint(const char*); void hidePlayerJoint(const char*); void setPlayerSpot(f32, u32); void startPlayerDownWipe(); void setCameraTargetToPlayer(CameraTargetArg*); bool isPlayerDisableFpView(); bool isFpViewChangingFailure(); void stopPlayerFpView(); void setRasterScroll(s32, s32, s32); void noticePlayerDashChance(); void startPlayerTalk(const LiveActor*); void endPlayerTalk(); void preventPlayerRush(); bool isExistMario(); void startPlayerEvent(const char*); void offPlayerControl(); void onPlayerControl(bool); bool isOffPlayerControl(); void unlockPlayerAnimation(); void resetPlayerStatus(); void resetPlayerEffect(); void setPlayerBaseMtx(MtxPtr); MtxPtr getPlayerBaseMtx(); LiveActor* getPlayerDemoActor(); void initPlayerAfterOpeningDemo(); void readyPlayerDemo(); void onFollowDemoEffect(); void requestMovementOnPlayer(); void calcPlayerJointMtx(TPos3f*, const char*); bool isPlayerOnPress(); void pushPlayer(const TVec3f&); void pushPlayerFromArea(const TVec3f&); bool isPlayerInWaterMode(); bool isPlayerOnWaterSurface(); bool isPlayerHidden(); void calcPlayerWorldPadDir(TVec3f*, f32, f32); JUTTexture* getFullScreenBlurTexture(); u16 getPlayerMovementTimer(); CubeCameraArea* getCameraCube(); }; // namespace MR