file
fightManager.cManages fights with multiple enemies.
It possibly waits for an inhibitor flag to be set, then spawns a bunch of entities (based on room data). Once all enemies created this way are dead, it sets a flag. (There is also a part about changing the music and setting it back when the fight is done, which is song 0x33 (a fight theme) by default but can be overridden through room data)
Enums
- enum FightManager_State { Init, WaitForFlag, WaitForDone }
Functions
- void FightManager_LoadFight(FightManager*)
- auto FightManager_CreateHelper(FightManager*) -> FightManagerHelper*
- Create a helper and increment the counter for the number of helpers (unk_0e).
- void FightManagerHelper_Monitor(FightManagerHelper*, Entity*, u32)
- void FightManager_Init(FightManager*)
- void FightManager_WaitForFlag(FightManager*)
- void FightManager_WaitForDone(FightManager*)
- void FightManager_Main2(FightManager*)
- void FightManagerHelper_Main(FightManagerHelper*)
- void FightManager_Main(Manager* this)
- void ReplaceMonitoredEntity(Entity* old, Entity* new)
- Replace an entity that is currently being monitored with a new one.
Function documentation
FightManagerHelper* FightManager_CreateHelper(FightManager*)
Create a helper and increment the counter for the number of helpers (unk_0e).
The helper will decrease said counter when it deletes itself (when none of the enemies it monitors remain).