#include "Player/PlayerControl.hpp" bool PlayerControl::func_ov00_020aeeac() {} void PlayerControl::func_ov00_020aeef8() {} void PlayerControl::func_ov00_020aef30() {} void PlayerControl::UpdateAim() {} Actor* PlayerControl::GetFollowActor() {} bool PlayerControl::func_ov00_020af01c(unk8 *param1) {} void PlayerControl::SetUnk_80() {} void PlayerControl::StopFollowing() {} void PlayerControl::func_ov00_020af06c() {} void PlayerControl::UpdateUsingEquipItem() {} bool PlayerControl::func_ov00_020af2d4(u32 param1, bool param2) {} bool PlayerControl::CheckTouchedNow(u32 param1) {} bool PlayerControl::CheckUntouchedNow(u32 param1) {} bool PlayerControl::CheckTouching(u32 param1) {} bool PlayerControl::CheckTouchFast(u32 param1) {} bool PlayerControl::func_ov00_020af4a4() {} void PlayerControl::func_ov00_020af538() {} void PlayerControl::func_ov00_020af6e4(Vec3p *param1, s32 param3, s32 param4) {} bool PlayerControl::func_ov00_020af778() {} bool PlayerControl::func_ov00_020afad8(Vec3p *param1) {} void PlayerControl::func_ov00_020afb6c() {} bool PlayerControl::func_ov00_020afe88(s32 param1, bool param2) {} bool PlayerControl::func_ov00_020afeec(unk32 param1, bool param2) {} void PlayerControl::func_ov00_020aff90(unk32 param1, unk32 param2) {} void PlayerControl::func_ov00_020affec(Vec3p *param1, s32 y, s32 param3, Vec3p *param4) {} void PlayerControl::func_ov00_020b014c() {} void PlayerControl::SetAim() {} bool PlayerControl::UpdateAimWorld(Vec3p *param1) {} s16 PlayerControl::GetTouchAngle() {} u32 PlayerControl::func_ov00_020b034c() {} s32 PlayerControl::func_ov00_020b0418() {} bool PlayerControl::func_ov00_020b049c(Vec3p *param1, bool param2) {} bool PlayerControl::func_ov00_020b05e8(Vec3p *param1) {} bool PlayerControl::func_ov00_020b0778(Vec3p *param1, u32 param2, unk32 param3) {} bool PlayerControl::CheckNotTouching() {} bool PlayerControl::func_ov00_020b0ad0(Actor *actor) {} bool PlayerControl::func_ov00_020b0b0c(s16 *pAngle, ItemFlag *pEquipId, unk32 *pCardinal, bool *pFast) {} bool PlayerControl::func_ov00_020b0de8(Vec3p *param1) {} bool PlayerControl::func_ov00_020b0e54(Vec3p *param1, Vec3p *param2) {} bool PlayerControl::func_ov00_020b0f88(Vec3p *param1, unk32 param2, Vec3p *param3) {} bool PlayerControl::func_ov00_020b1058(Vec3p *param1, unk32 param2, Vec3p *param3, Vec3p *param4) {} bool PlayerControl::IsUntouchedNow() {} bool PlayerControl::IsNotUntouchedNow() {} bool PlayerControl::func_ov00_020b1248(unk32 *param1) {} bool PlayerControl::func_ov00_020b129c() {} bool PlayerControl::func_ov00_020b12d0(s16 *pAngle) {} bool PlayerControl::IsNotTouching() {} bool PlayerControl::IsTouchingFast() {} bool PlayerControl::IsTappedNow() {} bool PlayerControl::func_ov00_020b13c4() {}