Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
Loading...
Searching...
No Matches
Z2SceneMgr Class Reference

#include <Z2SceneMgr.h>

+ Inheritance diagram for Z2SceneMgr:
+ Collaboration diagram for Z2SceneMgr:

Public Member Functions

 Z2SceneMgr ()
 
void setInDarkness (bool inDarkness)
 
void setSceneExist (bool isSceneExist)
 
void setFadeOutStart (u8 fadeType)
 
void setFadeInStart (u8 fadeType)
 
void setSceneName (char *spot, s32 room, s32 layer)
 
void sceneChange (JAISoundID bgm, u8 seWave1, u8 seWave2, u8 bgmWave1, u8 bgmWave2, u8 demoWave, bool)
 
void framework ()
 
void load1stDynamicWave ()
 
void _load1stWaveInner_1 ()
 
void _load1stWaveInner_2 ()
 
bool check1stDynamicWave ()
 
void load2ndDynamicWave ()
 
void sceneBgmStart ()
 
void loadStaticWaves ()
 
BOOL checkFirstWaves ()
 
bool eraseSeWave (u32 wave)
 
bool eraseBgmWave (u32 wave)
 
s32 getWaveLoadStatus (u32 wave, u32 bank)
 
bool loadSeWave (u32 wave)
 
bool loadBgmWave (u32 wave)
 
bool loadSceneWave (u32 wave, u32 bank)
 
bool isSceneExist ()
 
int getCurrentSceneNum ()
 
s8 getCurrentRoomNum ()
 
bool isInGame ()
 
void setInGame (bool isInGame)
 
bool isInDarkness ()
 
s8 getRoomReverb ()
 
bool isMovieDemo ()
 
s32 getSeLoadStatus (u32 wave)
 
s32 getBgmLoadStatus (u32 wave)
 
u8 getDemoSeWaveNum ()
 
- Public Member Functions inherited from JASGlobalInstance< Z2SceneMgr >
JAUSectionHeapsInstance
 
JAUSectionHeapsInstance
 
JAUSectionHeapsInstance
 
AUDIO_INSTANCES JAUSectionHeapsInstance
 
JAUSectionHeapsInstance
 
JAUSectionHeapsInstance
 
JAUSectionHeapsInstance
 
JAUSectionHeapsInstance
 
JAUSectionHeapsInstance
 
AUDIO_INSTANCES JAUSectionHeapsInstance
 
JAUSectionHeapsInstance
 
Z2WolfHowlMgrsInstance
 
Z2EnvSeMgrsInstance
 
Z2FxLineMgrsInstance
 
Z2AudiencesInstance
 
Z2SoundObjMgrsInstance
 
Z2SoundInfosInstance
 
JAUSoundInfosInstance
 
JAUSoundNameTablesInstance
 
JAUSoundTablesInstance
 
JAISoundInfosInstance
 
Z2SoundMgrsInstance
 
JAIStreamMgrsInstance
 
JAISeqMgrsInstance
 
JAISeMgrsInstance
 
Z2SpeechMgr2sInstance
 
Z2SoundStartersInstance
 
JAISoundStartersInstance
 
Z2StatusMgrsInstance
 
Z2SceneMgrsInstance
 
Z2SeqMgrsInstance
 
Z2SeMgrsInstance
 
JASAudioThreadsInstance
 
JASDefaultBankTablesInstance
 
 JASGlobalInstance (Z2SceneMgr *inst)
 
 JASGlobalInstance (bool setInstance)
 
 ~JASGlobalInstance ()
 

Private Attributes

JAISoundID BGM_ID
 
int sceneNum
 
int timer
 
s8 roomNum
 
u8 requestSeWave_1
 
u8 loadedSeWave_1
 
u8 requestSeWave_2
 
u8 loadedSeWave_2
 
u8 requestBgmWave_1
 
u8 loadedBgmWave_1
 
u8 requestBgmWave_2
 
u8 loadedBgmWave_2
 
u8 requestDemoWave
 
u8 loadedDemoWave
 
s8 load1stWait
 
u8 field_0x18
 
u8 field_0x19
 
bool field_0x1a
 
bool field_0x1b
 
bool inGame
 
bool sceneExist
 
bool inDarkness_
 

Additional Inherited Members

- Static Public Member Functions inherited from JASGlobalInstance< Z2SceneMgr >
static Z2SceneMgrgetInstance ()
 
- Static Public Attributes inherited from JASGlobalInstance< Z2SceneMgr >
static Z2SceneMgrsInstance
 

Constructor & Destructor Documentation

◆ Z2SceneMgr()

Z2SceneMgr::Z2SceneMgr ( )

Member Function Documentation

◆ _load1stWaveInner_1()

void Z2SceneMgr::_load1stWaveInner_1 ( )

◆ _load1stWaveInner_2()

void Z2SceneMgr::_load1stWaveInner_2 ( )

◆ check1stDynamicWave()

bool Z2SceneMgr::check1stDynamicWave ( )

◆ checkFirstWaves()

BOOL Z2SceneMgr::checkFirstWaves ( )

◆ eraseBgmWave()

bool Z2SceneMgr::eraseBgmWave ( u32 wave)

◆ eraseSeWave()

bool Z2SceneMgr::eraseSeWave ( u32 wave)

◆ framework()

void Z2SceneMgr::framework ( )

◆ getBgmLoadStatus()

s32 Z2SceneMgr::getBgmLoadStatus ( u32 wave)
inline

◆ getCurrentRoomNum()

s8 Z2SceneMgr::getCurrentRoomNum ( )
inline

◆ getCurrentSceneNum()

int Z2SceneMgr::getCurrentSceneNum ( )
inline

◆ getDemoSeWaveNum()

u8 Z2SceneMgr::getDemoSeWaveNum ( )
inline

◆ getRoomReverb()

s8 Z2SceneMgr::getRoomReverb ( )
inline

◆ getSeLoadStatus()

s32 Z2SceneMgr::getSeLoadStatus ( u32 wave)
inline

◆ getWaveLoadStatus()

s32 Z2SceneMgr::getWaveLoadStatus ( u32 wave,
u32 bank )

◆ isInDarkness()

bool Z2SceneMgr::isInDarkness ( )
inline

◆ isInGame()

bool Z2SceneMgr::isInGame ( )
inline

◆ isMovieDemo()

bool Z2SceneMgr::isMovieDemo ( )
inline

◆ isSceneExist()

bool Z2SceneMgr::isSceneExist ( )
inline

◆ load1stDynamicWave()

void Z2SceneMgr::load1stDynamicWave ( )

◆ load2ndDynamicWave()

void Z2SceneMgr::load2ndDynamicWave ( )

◆ loadBgmWave()

bool Z2SceneMgr::loadBgmWave ( u32 wave)

◆ loadSceneWave()

bool Z2SceneMgr::loadSceneWave ( u32 wave,
u32 bank )

◆ loadSeWave()

bool Z2SceneMgr::loadSeWave ( u32 wave)

◆ loadStaticWaves()

void Z2SceneMgr::loadStaticWaves ( )

◆ sceneBgmStart()

void Z2SceneMgr::sceneBgmStart ( )

◆ sceneChange()

void Z2SceneMgr::sceneChange ( JAISoundID bgm,
u8 seWave1,
u8 seWave2,
u8 bgmWave1,
u8 bgmWave2,
u8 demoWave,
bool param_6 )

◆ setFadeInStart()

void Z2SceneMgr::setFadeInStart ( u8 fadeType)

◆ setFadeOutStart()

void Z2SceneMgr::setFadeOutStart ( u8 fadeType)

◆ setInDarkness()

void Z2SceneMgr::setInDarkness ( bool inDarkness)

◆ setInGame()

void Z2SceneMgr::setInGame ( bool isInGame)
inline

◆ setSceneExist()

void Z2SceneMgr::setSceneExist ( bool isSceneExist)

◆ setSceneName()

void Z2SceneMgr::setSceneName ( char * spot,
s32 room,
s32 layer )

Member Data Documentation

◆ BGM_ID

JAISoundID Z2SceneMgr::BGM_ID
private

◆ field_0x18

u8 Z2SceneMgr::field_0x18
private

◆ field_0x19

u8 Z2SceneMgr::field_0x19
private

◆ field_0x1a

bool Z2SceneMgr::field_0x1a
private

◆ field_0x1b

bool Z2SceneMgr::field_0x1b
private

◆ inDarkness_

bool Z2SceneMgr::inDarkness_
private

◆ inGame

bool Z2SceneMgr::inGame
private

◆ load1stWait

s8 Z2SceneMgr::load1stWait
private

◆ loadedBgmWave_1

u8 Z2SceneMgr::loadedBgmWave_1
private

◆ loadedBgmWave_2

u8 Z2SceneMgr::loadedBgmWave_2
private

◆ loadedDemoWave

u8 Z2SceneMgr::loadedDemoWave
private

◆ loadedSeWave_1

u8 Z2SceneMgr::loadedSeWave_1
private

◆ loadedSeWave_2

u8 Z2SceneMgr::loadedSeWave_2
private

◆ requestBgmWave_1

u8 Z2SceneMgr::requestBgmWave_1
private

◆ requestBgmWave_2

u8 Z2SceneMgr::requestBgmWave_2
private

◆ requestDemoWave

u8 Z2SceneMgr::requestDemoWave
private

◆ requestSeWave_1

u8 Z2SceneMgr::requestSeWave_1
private

◆ requestSeWave_2

u8 Z2SceneMgr::requestSeWave_2
private

◆ roomNum

s8 Z2SceneMgr::roomNum
private

◆ sceneExist

bool Z2SceneMgr::sceneExist
private

◆ sceneNum

int Z2SceneMgr::sceneNum
private

◆ timer

int Z2SceneMgr::timer
private

The documentation for this class was generated from the following files: