mirror of
https://github.com/SMGCommunity/Petari.git
synced 2026-11-10 17:49:24 -10:00
610 lines
30 KiB
C++
610 lines
30 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 HitSensor;
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class LiveActor;
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enum {
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/* 0x00 */ ACTMES_PLAYER_ATTACK_START,
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/* 0x01 */ ACTMES_PLAYER_PUNCH,
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/* 0x02 */ ACTMES_PLAYER_TRAMPLE,
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/* 0x03 */ ACTMES_PLAYER_HIP_DROP,
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/* 0x04 */ ACTMES_PLAYER_HIP_DROP_FLOOR,
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/* 0x05 */ ACTMES_PLAYER_UPPER_PUNCH,
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/* 0x06 */ ACTMES_JET_TURTLE_ATTACK,
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/* 0x07 */ ACTMES_FOO_ATTACK,
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/* 0x08 */ ACTMES_FIREBALL_ATTACK,
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/* 0x09 */ ACTMES_SEARCHLIGHT_ATTACK,
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/* 0x0A */ ACTMES_FREEZE_ATTACK,
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/* 0x0B */ ACTMES_INVINCIBLE_ATTACK,
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/* 0x0C */ ACTMES_STAR_PIECE_ATTACK,
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/* 0x0D */ ACTMES_IS_STAR_PIECE_REFLECT,
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/* 0x0E */ ACTMES_IS_LOCKON_STAR_PIECE_SHOOT,
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/* 0x0F */ ACTMES_STAR_PIECE_GIFT,
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/* 0x10 */ ACTMES_STAR_PIECE_GIFT_1,
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/* 0x11 */ ACTMES_STAR_PIECE_GIFT_2,
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/* 0x12 */ ACTMES_STAR_PIECE_GIFT_3,
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/* 0x13 */ ACTMES_STAR_PIECE_GIFT_4,
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/* 0x14 */ ACTMES_STAR_PIECE_GIFT_5,
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/* 0x15 */ ACTMES_STAR_PIECE_GIFT_6,
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/* 0x16 */ ACTMES_STAR_PIECE_GIFT_7,
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/* 0x17 */ ACTMES_STAR_PIECE_GIFT_8,
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/* 0x18 */ ACTMES_STAR_PIECE_GIFT_9,
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/* 0x19 */ ACTMES_STAR_PIECE_GIFT_MAX,
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/* 0x1A */ ACTMES_PLAYER_ATTACK_END,
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/* 0x1B */ ACTMES_IS_PUNCH_ENABLE,
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/* 0x1C */ ACTMES_HITMARK_EMIT,
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/* 0x1D */ ACTMES_INVALID_HIT,
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/* 0x1E */ ACTMES_TAKE,
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/* 0x1F */ ACTMES_TAKEN,
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/* 0x20 */ ACTMES_PUT,
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/* 0x21 */ ACTMES_APART,
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/* 0x22 */ ACTMES_THROW,
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/* 0x23 */ ACTMES_DAMAGEDROP,
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/* 0x24 */ ACTMES_RUSHDROP,
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/* 0x25 */ ACTMES_ATTACKDROP,
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/* 0x26 */ ACTMES_HANG_CANCEL,
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/* 0x27 */ ACTMES_SHAKE_OFF_BEE,
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/* 0x28 */ ACTMES_TAKE_TOUCH,
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/* 0x29 */ ACTMES_PUSH,
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/* 0x2A */ ACTMES_PUSH_FORCE,
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/* 0x2B */ ACTMES_KICK,
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/* 0x2C */ ACTMES_JUMP,
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/* 0x2D */ ACTMES_TOUCHJUMP,
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/* 0x2E */ ACTMES_BILLIARDJUMP,
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/* 0x2F */ ACTMES_AWAYJUMP,
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/* 0x30 */ ACTMES_BODY_ATTACK,
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/* 0x31 */ ACTMES_TORNADO_ATTACK,
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/* 0x32 */ ACTMES_TORNADO_STORM_RANGE,
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/* 0x33 */ ACTMES_SPIN_STORM_RANGE,
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/* 0x34 */ ACTMES_GIANT_ATTACK,
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/* 0x35 */ ACTMES_BALL_TOUCH,
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/* 0x36 */ ACTMES_BALL_TOUCH_WALL,
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/* 0x37 */ ACTMES_BALL_TOUCH_GROUND,
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/* 0x38 */ ACTMES_BALL_DASH,
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/* 0x39 */ ACTMES_BALL_DASH_WALL,
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/* 0x3A */ ACTMES_BALL_DASH_GROUND,
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/* 0x3B */ ACTMES_HAMMER_STAMP,
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/* 0x3C */ ACTMES_BIG_BUBBLE_MERGE,
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/* 0x3D */ ACTMES_BIG_BUBBLE_TOUCH,
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/* 0x3E */ ACTMES_BIG_BUBBLE_ASSIMILATE,
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/* 0x3F */ ACTMES_REFLECT,
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/* 0x40 */ ACTMES_REFLECT_V,
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/* 0x41 */ ACTMES_IS_BROKEN,
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/* 0x42 */ ACTMES_PASS_RING,
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/* 0x43 */ ACTMES_FOUNTAINJUMP,
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/* 0x44 */ ACTMES_TERESA_PLAYER_TOUCH,
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/* 0x45 */ ACTMES_RUSH_PLAYER_TOUCH,
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/* 0x46 */ ACTMES_BOMB_TERESA_TONGUE_TOUCH,
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/* 0x47 */ ACTMES_PUDDLE_TOUCH_GROUND,
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/* 0x48 */ ACTMES_WARP,
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/* 0x49 */ ACTMES_ASK_HIDDEN_BY_SNOW,
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/* 0x4A */ ACTMES_NOTIFY_DISCOVER_SNOW,
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/* 0x4B */ ACTMES_ENEMY_ATTACK_START,
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/* 0x4C */ ACTMES_ENEMY_ATTACK_FLIP_VERYWEAK,
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/* 0x4D */ ACTMES_ENEMY_ATTACK_FLIP_WEAK,
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/* 0x4E */ ACTMES_ENEMY_ATTACK_FLIP_WEAK_JUMP,
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/* 0x4F */ ACTMES_ENEMY_ATTACK_FLIP_JUMP,
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/* 0x50 */ ACTMES_ENEMY_ATTACK_FLIP,
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/* 0x51 */ ACTMES_ENEMY_ATTACK_FLIP_ROT,
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/* 0x52 */ ACTMES_ENEMY_ATTACK_FLIP_MAXIMUM,
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/* 0x53 */ ACTMES_ENEMY_ATTACK,
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/* 0x54 */ ACTMES_ENEMY_ATTACK_STRONG,
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/* 0x55 */ ACTMES_ENEMY_ATTACK_MAXIMUM,
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/* 0x56 */ ACTMES_ENEMY_ATTACK_EXPLOSION,
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/* 0x57 */ ACTMES_ENEMY_ATTACK_FIREBACK,
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/* 0x58 */ ACTMES_ENEMY_ATTACK_FIRERUN,
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/* 0x59 */ ACTMES_ENEMY_ATTACK_FIRERUN_STRONG,
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/* 0x5A */ ACTMES_ENEMY_ATTACK_ELECTRIC,
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/* 0x5B */ ACTMES_ENEMY_ATTACK_HEATBEAM,
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/* 0x5C */ ACTMES_ENEMY_ATTACK_ACID,
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/* 0x5D */ ACTMES_ENEMY_ATTACK_FREEZE,
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/* 0x5E */ ACTMES_ENEMY_ATTACK_CRUSH,
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/* 0x5F */ ACTMES_ENEMY_ATTACK_EXTRA_DAMAGE,
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/* 0x60 */ ACTMES_ENEMY_ATTACK_COUNTER_SPIN,
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/* 0x61 */ ACTMES_ENEMY_ATTACK_COUNTER_HIPDROP,
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/* 0x62 */ ACTMES_TO_ENEMY_ATTACK_BLOW,
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/* 0x63 */ ACTMES_TO_ENEMY_ATTACK_TRAMPLE,
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/* 0x64 */ ACTMES_TO_ENEMY_ATTACK_SHOCK_WAVE,
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/* 0x65 */ ACTMES_ENEMY_ATTACK_END,
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/* 0x66 */ ACTMES_SUCCESS,
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/* 0x67 */ ACTMES_FAILURE,
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/* 0x68 */ ACTMES_GROUP_MOVE_START,
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/* 0x69 */ ACTMES_GROUP_MOVE_STOP,
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/* 0x6A */ ACTMES_GROUP_ATTACK,
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/* 0x6B */ ACTMES_GROUP_SHOW,
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/* 0x6C */ ACTMES_GROUP_HIDE,
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/* 0x6D */ ACTMES_GROUP_LOD_LOW,
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/* 0x6E */ ACTMES_GROUP_LOD_HIGH,
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/* 0x6F */ ACTMES_START_DEMO,
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/* 0x70 */ ACTMES_END_DEMO,
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/* 0x71 */ ACTMES_FORCE_KILL,
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/* 0x72 */ ACTMES_PAUSE_OFF,
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/* 0x73 */ ACTMES_INHALE_BLACK_HOLE,
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/* 0x74 */ ACTMES_START_POWER_STAR_GET,
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/* 0x75 */ ACTMES_RUSH_PUNCH_RIGHT,
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/* 0x76 */ ACTMES_RUSH_PUNCH_LEFT,
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/* 0x77 */ ACTMES_RUSH_KICK_RIGHT,
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/* 0x78 */ ACTMES_RUSH_KICK_LEFT,
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/* 0x79 */ ACTMES_RUSH_THRUST,
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/* 0x7A */ ACTMES_RUSH_CRUSH,
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/* 0x7B */ ACTMES_RUSH_SHOOT_UP,
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/* 0x7C */ ACTMES_RUSH_AIR_STRIKE,
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/* 0x7D */ ACTMES_RUSH_GUARD,
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/* 0x7E */ ACTMES_RUSH_GUARD_RIGHT,
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/* 0x7F */ ACTMES_RUSH_GUARD_LEFT,
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/* 0x80 */ ACTMES_RUSH_LIFT_UP,
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/* 0x81 */ ACTMES_RUSH_ROTATE_SWING,
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/* 0x82 */ ACTMES_RUSH_THROW,
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/* 0x83 */ ACTMES_RUSH_PULL_OUT_SUCCESS,
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/* 0x84 */ ACTMES_RUSH_PULL_OUT_MISS,
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/* 0x85 */ ACTMES_RUSH_FAILURE,
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/* 0x86 */ ACTMES_RUSH_EVEN,
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/* 0x87 */ ACTMES_ITEM_GET,
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/* 0x88 */ ACTMES_IS_PULL_ENABLE,
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/* 0x89 */ ACTMES_ITEM_PULL,
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/* 0x8A */ ACTMES_ITEM_SHOW,
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/* 0x8B */ ACTMES_ITEM_HIDE,
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/* 0x8C */ ACTMES_ITEM_START_MOVE,
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/* 0x8D */ ACTMES_ITEM_END_MOVE,
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/* 0x8E */ ACTMES_OPD_SHOOT,
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/* 0x8F */ ACTMES_IS_OPD_SITE_IN,
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/* 0x90 */ ACTMES_RESET,
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/* 0x91 */ ACTMES_RUSH_BEGIN,
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/* 0x92 */ ACTMES_AUTORUSH_BEGIN,
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/* 0x93 */ ACTMES_RUSH_CANCEL,
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/* 0x94 */ ACTMES_RUSH_FORCE_CANCEL,
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/* 0x95 */ ACTMES_RUSH_DAMAGE_CANCEL,
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/* 0x96 */ ACTMES_RUSH_END,
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/* 0x97 */ ACTMES_IS_RUSH_ENABLE,
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/* 0x98 */ ACTMES_IS_RUSH_TAKEOVER,
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/* 0x99 */ ACTMES_IS_RUSH_REQUEST,
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/* 0x9A */ ACTMES_SLING_SHOOT_START_BIND,
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/* 0x9B */ ACTMES_SLING_SHOOT_ACTOR_HANG_START,
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/* 0x9C */ ACTMES_SLING_SHOOT_ACTOR_HANG_END,
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/* 0x9D */ ACTMES_SLING_SHOOT_ACTOR_APART,
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/* 0x9E */ ACTMES_SLING_SHOOT_ATTACK,
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/* 0x9F */ ACTMES_SLING_SHOOT_PASS_THROUGH_ENABLE,
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/* 0xA0 */ ACTMES_SLING_SHOOT_IS_LAST_DAMAGE,
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/* 0xA1 */ ACTMES_UPDATE_BASEMTX,
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/* 0xA2 */ ACTMES_IS_CAMERA_FIX_POINT,
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/* 0xA3 */ ACTMES_BOSSCRAB_SHOOT_DOWN,
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/* 0xA4 */ ACTMES_BOSSCRAB_CANNON_BROKEN,
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/* 0xA5 */ ACTMES_IKSPIDER_ACTIVE,
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/* 0xA6 */ ACTMES_IKSPIDER_CATCH,
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/* 0xA7 */ ACTMES_IKSPIDER_LAST_LEG,
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/* 0xA8 */ ACTMES_IKSPIDER_RELEASE,
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/* 0xA9 */ ACTMES_TRIPODBOSS_LEG_IS_DAMAGE,
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/* 0xAA */ ACTMES_TRIPODBOSS_STARTED,
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/* 0xAB */ ACTMES_DISPERSE_BOMB_TERESA,
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/* 0xAC */ ACTMES_BREAK_POLTA_GROUND_ROCK,
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/* 0xAD */ ACTMES_SPHERE_PLAYER_BINDED,
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/* 0xAE */ ACTMES_SET_UP_JUMP_HOLE,
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/* 0xAF */ ACTMES_SHOOT_JUMP_HOLE,
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/* 0xB0 */ ACTMES_END_JUMP_HOLE,
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/* 0xB1 */ ACTMES_END_RAIL_DASH,
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/* 0xB2 */ ACTMES_END_BALL_RAIL,
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/* 0xB3 */ ACTMES_END_BALL_BIND,
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/* 0xB4 */ ACTMES_FLOOR_TOUCH,
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/* 0xB5 */ ACTMES_WALL_TOUCH,
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/* 0xB6 */ ACTMES_CEIL_TOUCH,
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/* 0xB7 */ ACTMES_REQUEST_CLAP,
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/* 0xB8 */ ACTMES_DINO_PACKUN_PUNCHED_BALL,
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/* 0xB9 */ ACTMES_DINO_PACKUN_PULLED_TAIL,
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/* 0xBA */ ACTMES_DINO_PACKUN_BALL_ATTACK,
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/* 0xBB */ ACTMES_TOMB_SPIDER_BATTLE_START,
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/* 0xBC */ ACTMES_TOMB_SPIDER_DEMO_START,
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/* 0xBD */ ACTMES_TOMB_SPIDER_DEMO_END,
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/* 0xBE */ ACTMES_SKELETAL_FISH_BOSS_BATTLE_START,
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/* 0xBF */ ACTMES_SKELETAL_FISH_BOSS_BATTLE_END,
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/* 0xC0 */ ACTMES_KOOPA_HIP_DROP_ATTACK,
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/* 0xC1 */ ACTMES_KOOPA_PLAYER_DAMAGE,
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/* 0xC2 */ ACTMES_KOOPA_PLATE_DAMAGE,
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/* 0xC3 */ ACTMES_TICO_RAIL_TOUCH,
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/* 0xC4 */ ACTMES_IS_REFLECTION_G_CAPTURE,
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/* 0xC5 */ ACTMES_IS_NO_BREAK_G_CAPTURE,
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/* 0xC6 */ ACTMES_TURNIP_ATTACK,
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/* 0xC7 */ ACTMES_PAKKUN_BALL_ATTACK,
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/* 0xC8 */ ACTMES_IS_PUNCH_LEFT,
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/* 0xC9 */ ACTMES_IS_PUNCH_CENTER,
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/* 0xCA */ ACTMES_MAPPARTS_ON_PLAYER,
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/* 0xCB */ ACTMES_MAPPARTS_START_ROTATE_AT_POINT,
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/* 0xCC */ ACTMES_MAPPARTS_END_ROTATE_AT_POINT,
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/* 0xCD */ ACTMES_MAPPARTS_START_ROTATE_BETWEEN_POINTS,
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/* 0xCE */ ACTMES_MAPPARTS_BREAK_START,
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/* 0xCF */ ACTMES_MAPPARTS_DISAPPEAR_WITH_BLINK,
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/* 0xD0 */ ACTMES_NPC_EVENT_START,
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/* 0xD1 */ ACTMES_NPC_EVENT_END,
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/* 0xD2 */ ACTMES_NPC_EVENT_TALK_ENABLE,
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/* 0xD3 */ ACTMES_NPC_EVENT_TALK_DISABLE,
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/* 0xD4 */ ACTMES_NPC_TALK_NEXT,
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/* 0xD5 */ ACTMES_MENU_GAME_START,
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/* 0xD6 */ ACTMES_MENU_APPEAR_FROM_BLOCK,
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/* 0xD7 */ ACTMES_MENU_BLOCK_BREAK,
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/* 0xD8 */ ACTMES_MENU_GOAL_POLE_START,
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/* 0xD9 */ ACTMES_MENU_GOAL_POLE_END,
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/* 0xDA */ ACTMES_DPD_TOUCH,
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/* 0xDB */ ACTMES_DPD_ATTACK_TARGET_LOCK,
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/* 0xDC */ ACTMES_DPD_ATTACK_TARGET_UNLOCK,
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/* 0xDD */ ACTMES_DPD_TARGET_END,
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/* 0xDE */ ACTMES_DPD_BUTTON_ACTION,
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/* 0xDF */ ACTMES_DPD_SWING_ACTION,
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/* 0xE0 */ ACTMES_SPHERE_SELECTOR_SELECT_START,
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/* 0xE1 */ ACTMES_SPHERE_SELECTOR_SELECT_END,
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/* 0xE2 */ ACTMES_SPHERE_SELECTOR_CONFIRM_START,
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/* 0xE3 */ ACTMES_SPHERE_SELECTOR_CONFIRM_CANCEL,
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/* 0xE4 */ ACTMES_SPHERE_SELECTOR_CONFIRMED,
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/* 0xE5 */ ACTMES_SPHERE_SELECTOR_TARGET_SELECTED,
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/* 0xE6 */ ACTMES_TUTORIAL_START,
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/* 0xE7 */ ACTMES_TUTORIAL_NEXT,
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/* 0xE8 */ ACTMES_TUTORIAL_PREV,
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/* 0xE9 */ ACTMES_TUTORIAL_PASS,
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/* 0xEA */ ACTMES_TUTORIAL_END,
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/* 0xEB */ ACTMES_TUTORIAL_OMIT,
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/* 0xEC */ ACTMES_RACE_READY,
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/* 0xED */ ACTMES_RACE_START,
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/* 0xEE */ ACTMES_RACE_GOAL,
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/* 0xEF */ ACTMES_RACE_RESET,
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/* 0xF0 */ ACTMES_HEAVENSDOOR_RUNAWAY_RABBIT_WAIT,
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/* 0xF1 */ ACTMES_HEAVENSDOOR_RUNAWAY_RABBIT_START,
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/* 0xF2 */ ACTMES_LAUNCHER_BREAKABLE,
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/* 0xF3 */ ACTMES_PLANT_GROUP_EMIT_ITEM,
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};
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enum {
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/* 0x00 */ ATYPE_PLAYER_START,
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/* 0x01 */ ATYPE_PLAYER,
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/* 0x02 */ ATYPE_PUPPETEER,
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/* 0x03 */ ATYPE_PLAYER_END,
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/* 0x04 */ ATYPE_NPC_START,
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/* 0x05 */ ATYPE_NPC,
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/* 0x06 */ ATYPE_NPC_END,
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/* 0x07 */ ATYPE_ANIMAL,
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/* 0x08 */ ATYPE_RIDE_START,
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/* 0x09 */ ATYPE_RIDE,
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/* 0x0A */ ATYPE_SPHERE_PLAYER,
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/* 0x0B */ ATYPE_SPHERE_PLAYER_HIT,
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/* 0x0C */ ATYPE_SPRING_ATTACKER,
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/* 0x0D */ ATYPE_SPRING_ATTACKER_KINOPIO,
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/* 0x0E */ ATYPE_SPRING_ATTACKER_KINOPIO_BIND,
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/* 0x0F */ ATYPE_JET_TURTLE,
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/* 0x10 */ ATYPE_JET_TURTLE_SLOW,
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/* 0x11 */ ATYPE_SPECIAL_WEAPON,
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/* 0x12 */ ATYPE_RIDE_END,
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/* 0x13 */ ATYPE_ENEMY_START,
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/* 0x14 */ ATYPE_ENEMY,
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/* 0x15 */ ATYPE_ENEMY_SIMPLE,
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/* 0x16 */ ATYPE_ENEMY_ATTACK,
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/* 0x17 */ ATYPE_COCO_NUT,
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/* 0x18 */ ATYPE_WATER_PRESSURE_BULLET,
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/* 0x19 */ ATYPE_BOMBHEI,
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/* 0x1A */ ATYPE_TAKOBO,
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/* 0x1B */ ATYPE_KURIBO,
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/* 0x1C */ ATYPE_KARIKARI,
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/* 0x1D */ ATYPE_BEGOMAN,
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/* 0x1E */ ATYPE_KILLER_TARGET_ENEMY,
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/* 0x1F */ ATYPE_PLAYER_AUTO_JUMP,
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/* 0x20 */ ATYPE_MOGUCCHI_REFUSE_TERRITORY,
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/* 0x21 */ ATYPE_BIG_BUBBLE,
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/* 0x22 */ ATYPE_NOKONOKO,
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/* 0x23 */ ATYPE_PUKUPUKU,
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/* 0x24 */ ATYPE_UNIZO,
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/* 0x25 */ ATYPE_SAMBO_HEAD,
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/* 0x26 */ ATYPE_SAMBO_BODY,
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/* 0x27 */ ATYPE_HOMING_FIRE,
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/* 0x28 */ ATYPE_HOMING_FIRE_SHOOTER,
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/* 0x29 */ ATYPE_HOMING_KILLER,
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/* 0x2A */ ATYPE_ROCK,
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/* 0x2B */ ATYPE_WANWAN,
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/* 0x2C */ ATYPE_TRIPODBOSS_GUARD_WALL,
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/* 0x2D */ ATYPE_TRIPODBOSS_KILLER_GENERATER,
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/* 0x2E */ ATYPE_TOMB_SPIDER_BODY,
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/* 0x2F */ ATYPE_TOMB_SPIDER_EYE,
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/* 0x30 */ ATYPE_TOMB_SPIDER_HIP,
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/* 0x31 */ ATYPE_TOMB_SPIDER_MOUTH,
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/* 0x32 */ ATYPE_TOMB_SPIDER_ATTACKER,
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/* 0x33 */ ATYPE_TOMB_SPIDER_GLAND_FRONT_L,
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/* 0x34 */ ATYPE_TOMB_SPIDER_GLAND_FRONT_L_ATTACKER,
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/* 0x35 */ ATYPE_TOMB_SPIDER_GLAND_FRONT_R,
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/* 0x36 */ ATYPE_TOMB_SPIDER_GLAND_FRONT_R_ATTACKER,
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/* 0x37 */ ATYPE_TOMB_SPIDER_GLAND_REAR_L,
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/* 0x38 */ ATYPE_TOMB_SPIDER_GLAND_REAR_L_ATTACKER,
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/* 0x39 */ ATYPE_TOMB_SPIDER_GLAND_REAR_R,
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/* 0x3A */ ATYPE_TOMB_SPIDER_GLAND_REAR_R_ATTACKER,
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/* 0x3B */ ATYPE_TOMB_SPIDER_VITAL_SPOT_C,
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/* 0x3C */ ATYPE_TOMB_SPIDER_VITAL_SPOT_L,
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/* 0x3D */ ATYPE_TOMB_SPIDER_VITAL_SPOT_R,
|
|
/* 0x3E */ ATYPE_TOMB_SPIDER_COCOON,
|
|
/* 0x3F */ ATYPE_SAND_GOLEM_BLOCK,
|
|
/* 0x40 */ ATYPE_SAND_GOLEM,
|
|
/* 0x41 */ ATYPE_KOOPA_ATTACK,
|
|
/* 0x42 */ ATYPE_KOOPA_FIRE,
|
|
/* 0x43 */ ATYPE_KOOPA_BALL,
|
|
/* 0x44 */ ATYPE_ENEMY_END,
|
|
/* 0x45 */ ATYPE_MAPOBJ_START,
|
|
/* 0x46 */ ATYPE_MAP_OBJ,
|
|
/* 0x47 */ ATYPE_MAP_OBJ_SIMPLE,
|
|
/* 0x48 */ ATYPE_MAP_OBJ_MOVE_COLLISION,
|
|
/* 0x49 */ ATYPE_CLIP_FIELD_MAP_PARTS,
|
|
/* 0x4A */ ATYPE_COIN,
|
|
/* 0x4B */ ATYPE_COIN_RED,
|
|
/* 0x4C */ ATYPE_STAR_PIECE,
|
|
/* 0x4D */ ATYPE_KINOKO_ONEUP,
|
|
/* 0x4E */ ATYPE_COINTHROW,
|
|
/* 0x4F */ ATYPE_SWITCH,
|
|
/* 0x50 */ ATYPE_MORPH_ITEM,
|
|
/* 0x51 */ ATYPE_GOLF_CUP,
|
|
/* 0x52 */ ATYPE_BREAKABLE_CAGE,
|
|
/* 0x53 */ ATYPE_BEE_FLOWER,
|
|
/* 0x54 */ ATYPE_KILLER_TARGET_MAPOBJ,
|
|
/* 0x55 */ ATYPE_PUNCH_BOX,
|
|
/* 0x56 */ ATYPE_WATER_BAZOOKA_CAPSULE,
|
|
/* 0x57 */ ATYPE_ICEJUMP_WALL,
|
|
/* 0x58 */ ATYPE_KEY_SWITCH_AVOID,
|
|
/* 0x59 */ ATYPE_KAMECK_BARRIER,
|
|
/* 0x5A */ ATYPE_KOOPA_PUSH,
|
|
/* 0x5B */ ATYPE_KOOPA_RECEIVER,
|
|
/* 0x5C */ ATYPE_KOOPA_DAMAGE_PLATE,
|
|
/* 0x5D */ ATYPE_KOOPA_COIN_PLATE,
|
|
/* 0x5E */ ATYPE_KOOPA_PLATE,
|
|
/* 0x5F */ ATYPE_MAPOBJ_END,
|
|
/* 0x60 */ ATYPE_AUTO_RUSH_OBJ_START,
|
|
/* 0x61 */ ATYPE_BINDER,
|
|
/* 0x62 */ ATYPE_TRANSFERABLE_BINDER,
|
|
/* 0x63 */ ATYPE_PRIOR_BINDER,
|
|
/* 0x64 */ ATYPE_SPIN_DRIVER_BIND,
|
|
/* 0x65 */ ATYPE_SPIN_CANNON_BIND,
|
|
/* 0x66 */ ATYPE_SPHERE_PLAYER_BIND,
|
|
/* 0x67 */ ATYPE_POWER_STAR_BIND,
|
|
/* 0x68 */ ATYPE_G_CAPTURE_BIND,
|
|
/* 0x69 */ ATYPE_SPRING_ATTACKER_BIND,
|
|
/* 0x6A */ ATYPE_WATER_PRESSURE_BULLET_BIND,
|
|
/* 0x6B */ ATYPE_MARIO_LAUNCHER_BIND,
|
|
/* 0x6C */ ATYPE_QUESTION_COIN_BIND,
|
|
/* 0x6D */ ATYPE_SCENARIO_STARTER_BIND,
|
|
/* 0x6E */ ATYPE_AUTO_RUSH_OBJ_END,
|
|
/* 0x6F */ ATYPE_RUSH_OBJ_START,
|
|
/* 0x70 */ ATYPE_RUSH_ENEMY,
|
|
/* 0x71 */ ATYPE_COCO_NUT_BIND,
|
|
/* 0x72 */ ATYPE_TURNIP_BIND,
|
|
/* 0x73 */ ATYPE_SWITCH_BIND,
|
|
/* 0x74 */ ATYPE_RUSH_OBJ_END,
|
|
/* 0x75 */ ATYPE_PRESS_OBJ_START,
|
|
/* 0x76 */ ATYPE_MAP_OBJ_PRESS,
|
|
/* 0x77 */ ATYPE_PRESS_OBJ_END,
|
|
/* 0x78 */ ATYPE_SPHERE_MOVER_OBJ_START,
|
|
/* 0x79 */ ATYPE_JUMP_HOLE,
|
|
/* 0x7A */ ATYPE_SPHERE_DASH,
|
|
/* 0x7B */ ATYPE_BALL_RAIL,
|
|
/* 0x7C */ ATYPE_SPHERE_MOVER_OBJ_END,
|
|
/* 0x7D */ ATYPE_SPECIAL_START,
|
|
/* 0x7E */ ATYPE_SYSTEM_SENSOR,
|
|
/* 0x7F */ ATYPE_EYE,
|
|
/* 0x80 */ ATYPE_PUSH,
|
|
/* 0x81 */ ATYPE_DEMO,
|
|
/* 0x82 */ ATYPE_SWITCH_MESSENGER,
|
|
/* 0x83 */ ATYPE_MESSAGE_SENSOR,
|
|
/* 0x84 */ ATYPE_RECEIVER,
|
|
/* 0x85 */ ATYPE_SPECIAL_END,
|
|
};
|
|
|
|
namespace MR {
|
|
HitSensor* addHitSensor(LiveActor* pActor, const char* pName, u32 type, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorBinder(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorTransferableBinder(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorPriorBinder(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorRide(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMapObj(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMapObjPress(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMapObjSimple(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMapObjMoveCollision(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorEnemy(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorEnemySimple(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorEnemyAttack(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorNpc(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorEye(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorPush(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorPos(LiveActor* pActor, const char* pName, u32 type, u16 groupSize, f32 radius, const TVec3f* pPos, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorPosBinder(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f* pPos, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorPosRide(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f* pPos, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorPosMapObj(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f* pPos, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorPosEye(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, const TVec3f* pPos, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMtx(LiveActor* pActor, const char* pName, u32 type, u16 groupSize, f32 radius, MtxPtr pMtx, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMtxRide(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, MtxPtr pMtx, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMtxMapObj(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, MtxPtr pMtx, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMtxEnemy(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, MtxPtr pMtx, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMtxEnemyAttack(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, MtxPtr pMtx, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMtxNpc(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, MtxPtr pMtx, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorMtxAnimal(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius, MtxPtr pMtx, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJoint(LiveActor* pActor, const char* pName, const char* pJointName, u32 type, u16 groupSize, f32 radius,
|
|
const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJointRide(LiveActor* pActor, const char* pName, const char* pJointName, u16 groupSize, f32 radius,
|
|
const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJointMapObj(LiveActor* pActor, const char* pName, const char* pJointName, u16 groupSize, f32 radius,
|
|
const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJointMapObjSimple(LiveActor* pActor, const char* pName, const char* pJointName, u16 groupSize, f32 radius,
|
|
const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJointEnemy(LiveActor* pActor, const char* pName, const char* pJointName, u16 groupSize, f32 radius,
|
|
const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJointEnemySimple(LiveActor* pActor, const char* pName, const char* pJointName, u16 groupSize, f32 radius,
|
|
const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJointEnemyAttack(LiveActor* pActor, const char* pName, const char* pJointName, u16 groupSize, f32 radius,
|
|
const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJointNpc(LiveActor* pActor, const char* pName, const char* pJointName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorAtJointEye(LiveActor* pActor, const char* pName, const char* pJointName, u16 groupSize, f32 radius, const TVec3f& rOffset);
|
|
HitSensor* addHitSensorCallback(LiveActor* pActor, const char* pName, u32 type, u16 groupSize, f32 radius);
|
|
HitSensor* addHitSensorCallbackBinder(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius);
|
|
HitSensor* addHitSensorCallbackPriorBinder(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius);
|
|
HitSensor* addHitSensorCallbackRide(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius);
|
|
HitSensor* addHitSensorCallbackMapObj(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius);
|
|
HitSensor* addHitSensorCallbackMapObjSimple(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius);
|
|
HitSensor* addHitSensorCallbackEnemy(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius);
|
|
HitSensor* addHitSensorCallbackEnemyAttack(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius);
|
|
HitSensor* addHitSensorCallbackEye(LiveActor* pActor, const char* pName, u16 groupSize, f32 radius);
|
|
HitSensor* addBodyMessageSensorReceiver(LiveActor* pActor);
|
|
HitSensor* addBodyMessageSensorMapObj(LiveActor* pActor);
|
|
HitSensor* addBodyMessageSensorMapObjPress(LiveActor* pActor);
|
|
HitSensor* addBodyMessageSensorMapObjMoveCollision(LiveActor* pActor);
|
|
HitSensor* addBodyMessageSensorEnemy(LiveActor* pActor);
|
|
HitSensor* addMessageSensor(LiveActor* pActor, const char* pName, u32 type);
|
|
HitSensor* addMessageSensorReceiver(LiveActor* pActor, const char* pName);
|
|
HitSensor* addMessageSensorMapObj(LiveActor* pActor, const char* pName);
|
|
HitSensor* addMessageSensorMapObjMoveCollision(LiveActor* pActor, const char* pName);
|
|
HitSensor* addMessageSensorEnemy(LiveActor* pActor, const char* pName);
|
|
bool tryUpdateHitSensorsAll(LiveActor* pActor);
|
|
void updateHitSensorsAll(LiveActor* pActor);
|
|
bool isSensorType(const HitSensor* pSensor, u32 type);
|
|
HitSensor* getSensorWithIndex(LiveActor* pActor, int index);
|
|
HitSensor* getTaking(const LiveActor* pActor);
|
|
HitSensor* getTaken(const LiveActor* pActor);
|
|
void setSensorPos(HitSensor* pSensor, const TVec3f& rPos);
|
|
void setSensorOffset(LiveActor* pActor, const char* pName, const TVec3f& rOffset);
|
|
void setSensorRadius(LiveActor* pActor, const char* pName, f32 radius);
|
|
void setHitSensorApart(HitSensor* pSender, HitSensor* pReceiver);
|
|
void validateHitSensors(LiveActor* pActor);
|
|
void invalidateHitSensors(LiveActor* pActor);
|
|
void validateHitSensor(LiveActor* pActor, const char* pName);
|
|
void invalidateHitSensor(LiveActor* pActor, const char* pName);
|
|
bool isValidHitSensor(LiveActor* pActor, const char* pName);
|
|
void clearHitSensors(LiveActor* pActor);
|
|
HitSensor* getSensor(LiveActor* pActor, int index);
|
|
LiveActor* getSensorHost(const HitSensor* pSensor);
|
|
bool isSensor(const HitSensor* pSensor, const char* pName);
|
|
bool isSensorPlayer(const HitSensor* pSensor);
|
|
bool isSensorBinder(const HitSensor* pSensor);
|
|
bool isSensorRide(const HitSensor* pSensor);
|
|
bool isSensorPlayerOrRide(const HitSensor* pSensor);
|
|
bool isSensorEnemy(const HitSensor* pSensor);
|
|
bool isSensorEnemyAttack(const HitSensor* pSensor);
|
|
bool isSensorNpc(const HitSensor* pSensor);
|
|
bool isSensorMapObj(const HitSensor* pSensor);
|
|
bool isSensorAutoRush(const HitSensor* pSensor);
|
|
bool isSensorRush(const HitSensor* pSensor);
|
|
bool isSensorPressObj(const HitSensor* pSensor);
|
|
bool isSensorEye(const HitSensor* pSensor);
|
|
bool isSensorPush(const HitSensor* pSensor);
|
|
bool isSensorItem(const HitSensor* pSensor);
|
|
bool tryGetItem(HitSensor* pSender, HitSensor* pReceiver);
|
|
const TVec3f& getSensorPos(const HitSensor* pSensor);
|
|
void calcSensorDirection(TVec3f* pDir, const HitSensor* pSensor1, const HitSensor* pSensor2);
|
|
void calcSensorDirectionNormalize(TVec3f* pDir, const HitSensor* pSensor1, const HitSensor* pSensor2);
|
|
void calcSensorHorizon(TVec3f* pHorizon, const TVec3f& rGravity, const HitSensor* pSensor1, const HitSensor* pSensor2);
|
|
void calcSensorHorizonNormalize(TVec3f* pHorizon, const TVec3f& rGravity, const HitSensor* pSensor1, const HitSensor* pSensor2);
|
|
HitSensor* getMessageSensor();
|
|
bool sendArbitraryMsg(u32 msg, HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgPush(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgPlayerTrample(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgPlayerPunch(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgJump(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgTouchJump(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgTaken(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgKick(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgAwayJump(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackMsgToDir(u32 msg, HitSensor* pReceiver, HitSensor* pSender, const TVec3f& rDir);
|
|
bool sendMsgEnemyAttackFlipWeak(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackFlipWeakJump(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackFlip(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackFlipToDir(HitSensor* pReceiver, HitSensor* pSender, const TVec3f& rDir);
|
|
bool sendMsgEnemyAttackFlipJump(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackFlipRot(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackFlipMaximum(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackFlipMaximumToDir(HitSensor* pReceiver, HitSensor* pSender, const TVec3f& rDir);
|
|
bool sendMsgEnemyAttack(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackStrong(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackStrongToDir(HitSensor* pReceiver, HitSensor* pSender, const TVec3f& rDir);
|
|
bool sendMsgEnemyAttackFire(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackFireStrong(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackElectric(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackFreeze(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackHeatBeam(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackExplosion(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackCounterSpin(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackCounterHipDrop(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgLockOnStarPieceShoot(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgStarPieceAttack(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgStarPieceGift(HitSensor* pReceiver, HitSensor* pSender, u32 num);
|
|
bool sendMsgEnemyAttackMaximum(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackMaximumToDir(HitSensor* pReceiver, HitSensor* pSender, const TVec3f& rDir);
|
|
bool sendMsgEnemyAttackToBindedSensor(LiveActor* pActor, HitSensor* pSender);
|
|
bool sendMsgEnemyAttackExplosionToBindedSensor(LiveActor* pActor, HitSensor* pSender);
|
|
bool sendSimpleMsgToActor(u32 msg, LiveActor* pActor);
|
|
bool sendMsgToBindedSensor(u32 msg, LiveActor* pActor, HitSensor* pSender);
|
|
bool sendMsgToBindedSensor(u32 msg, HitSensor* pSender);
|
|
bool sendMsgToGroundSensor(u32 msg, HitSensor* pSender);
|
|
bool sendMsgToWallSensor(u32 msg, HitSensor* pSender);
|
|
bool sendMsgStartDemo(LiveActor* pActor);
|
|
bool sendMsgToEnemyAttackBlow(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgToEnemyAttackTrample(HitSensor* pReceiver, HitSensor* pSender);
|
|
bool sendMsgToEnemyAttackBlowOrTrample(HitSensor* pReceiver, HitSensor* pSender, f32 ratio);
|
|
bool sendMsgToEnemyAttackShockWave(HitSensor* pReceiver, HitSensor* pSender);
|
|
void sendMsgToAllLiveActor(u32 msg, LiveActor* pActor);
|
|
void sendMsgToGroupMember(u32 msg, LiveActor* pActor, HitSensor* pSensor, const char* pName);
|
|
void sendMsgExplosionToNearActor(HitSensor* pSender, f32 distance);
|
|
bool isInSpinStormRange(u32 msg, HitSensor* pSender, HitSensor* pReceiver, f32 range);
|
|
bool receiveItemShowMsg(u32 msg, HitSensor* pSender, HitSensor* pReceiver);
|
|
bool receiveItemHideMsg(u32 msg, HitSensor* pSender, HitSensor* pReceiver);
|
|
HitSensor* getGroundSensor(const LiveActor* pActor) NO_INLINE;
|
|
HitSensor* getRoofSensor(const LiveActor* pActor) NO_INLINE;
|
|
HitSensor* getWallSensor(const LiveActor* pActor) NO_INLINE;
|
|
bool isMsgPlayerHitAll(u32 msg);
|
|
bool isMsgPlayerSpinAttack(u32 msg);
|
|
bool isMsgPlayerTrample(u32 msg);
|
|
bool isMsgPlayerHipDrop(u32 msg);
|
|
bool isMsgPlayerHipDropFloor(u32 msg);
|
|
bool isMsgPlayerUpperPunch(u32 msg);
|
|
bool isMsgPlayerKick(u32 msg);
|
|
bool isMsgJetTurtleAttack(u32 msg);
|
|
bool isMsgFireBallAttack(u32 msg);
|
|
bool isMsgSearchlightAttack(u32 msg);
|
|
bool isMsgFreezeAttack(u32 msg);
|
|
bool isMsgInvincibleAttack(u32 msg);
|
|
bool isMsgInvalidHit(u32 msg);
|
|
bool isMsgAutoRushBegin(u32 msg);
|
|
bool isMsgRushBegin(u32 msg);
|
|
bool isMsgUpdateBaseMtx(u32 msg);
|
|
bool isMsgRushCancel(u32 msg);
|
|
bool isMsgIsRushTakeOver(u32 msg);
|
|
bool isMsgFloorTouch(u32 msg);
|
|
bool isMsgWallTouch(u32 msg);
|
|
bool isMsgCeilTouch(u32 msg);
|
|
bool isMsgItemGet(u32 msg);
|
|
bool isMsgItemPull(u32 msg);
|
|
bool isMsgItemShow(u32 msg);
|
|
bool isMsgItemHide(u32 msg);
|
|
bool isMsgItemStartMove(u32 msg);
|
|
bool isMsgItemEndMove(u32 msg);
|
|
bool isMsgInhaleBlackHole(u32 msg);
|
|
bool isMsgEnemyAttack(u32 msg);
|
|
bool isMsgEnemyAttackFire(u32 msg);
|
|
bool isMsgEnemyAttackFireStrong(u32 msg);
|
|
bool isMsgEnemyAttackElectric(u32 msg);
|
|
bool isMsgExplosionAttack(u32 msg);
|
|
bool isMsgToEnemyAttackBlow(u32 msg);
|
|
bool isMsgToEnemyAttackTrample(u32 msg);
|
|
bool isMsgToEnemyAttackShockWave(u32 msg);
|
|
bool isMsgSpinStormRange(u32 msg);
|
|
bool isMsgTutorialStart(u32 msg);
|
|
bool isMsgTutorialNext(u32 msg);
|
|
bool isMsgTutorialPrev(u32 msg);
|
|
bool isMsgTutorialPass(u32 msg);
|
|
bool isMsgTutorialOmit(u32 msg);
|
|
bool isMsgRaceReady(u32 msg);
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bool isMsgRaceStart(u32 msg);
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bool isMsgRaceReset(u32 msg);
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bool isMsgLockOnStarPieceShoot(u32 msg);
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bool isMsgBallDashWall(u32 msg);
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bool isMsgBallDashGround(u32 msg);
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bool isMsgStartPowerStarGet(u32 msg);
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bool isMsgTouchPlantItem(u32 msg);
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bool isMsgHitmarkEmit(u32 msg);
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bool isMsgStarPieceAttack(u32 msg);
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bool isMsgStarPieceReflect(u32 msg);
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bool isMsgStarPieceGift(u32 msg);
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s32 getNumStarPieceGift(u32 msg);
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void calcPosBetweenSensors(TVec3f* pPos, const HitSensor* pSensor1, const HitSensor* pSensor2, f32 offset);
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bool tryForceKillIfMsgStartPowerStarGet(LiveActor* pActor, u32 msg);
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HitSensor* addBodyMessageSensor(LiveActor* pActor, u32 type);
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}; // namespace MR
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