#include <Z2SceneMgr.h>
◆ Z2SceneMgr()
Z2SceneMgr::Z2SceneMgr |
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void |
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◆ _load1stWaveInner_1()
void Z2SceneMgr::_load1stWaveInner_1 |
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◆ _load1stWaveInner_2()
void Z2SceneMgr::_load1stWaveInner_2 |
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◆ check1stDynamicWave()
bool Z2SceneMgr::check1stDynamicWave |
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◆ checkFirstWaves()
BOOL Z2SceneMgr::checkFirstWaves |
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◆ eraseBgmWave()
bool Z2SceneMgr::eraseBgmWave |
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u32 |
wave | ) |
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◆ eraseSeWave()
bool Z2SceneMgr::eraseSeWave |
( |
u32 |
wave | ) |
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◆ framework()
void Z2SceneMgr::framework |
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◆ getBgmLoadStatus()
s32 Z2SceneMgr::getBgmLoadStatus |
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u32 |
wave | ) |
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inline |
◆ getCurrentRoomNum()
s8 Z2SceneMgr::getCurrentRoomNum |
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inline |
◆ getCurrentSceneNum()
int Z2SceneMgr::getCurrentSceneNum |
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const |
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inline |
◆ getRoomReverb()
s8 Z2SceneMgr::getRoomReverb |
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const |
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inline |
◆ getSeLoadStatus()
s32 Z2SceneMgr::getSeLoadStatus |
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u32 |
wave | ) |
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inline |
◆ getWaveLoadStatus()
s32 Z2SceneMgr::getWaveLoadStatus |
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u32 |
wave, |
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u32 |
bank |
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) |
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◆ isInDarkness()
bool Z2SceneMgr::isInDarkness |
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const |
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inline |
◆ isInGame()
bool Z2SceneMgr::isInGame |
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const |
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inline |
◆ isMovieDemo()
bool Z2SceneMgr::isMovieDemo |
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inline |
◆ isSceneExist()
bool Z2SceneMgr::isSceneExist |
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const |
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inline |
◆ load1stDynamicWave()
void Z2SceneMgr::load1stDynamicWave |
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◆ load2ndDynamicWave()
void Z2SceneMgr::load2ndDynamicWave |
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◆ loadBgmWave()
bool Z2SceneMgr::loadBgmWave |
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u32 |
wave | ) |
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◆ loadSeWave()
bool Z2SceneMgr::loadSeWave |
( |
u32 |
wave | ) |
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◆ loadStaticWaves()
void Z2SceneMgr::loadStaticWaves |
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◆ sceneBgmStart()
void Z2SceneMgr::sceneBgmStart |
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◆ sceneChange()
◆ setFadeInStart()
void Z2SceneMgr::setFadeInStart |
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u8 |
param_0 | ) |
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◆ setFadeOutStart()
void Z2SceneMgr::setFadeOutStart |
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u8 |
param_0 | ) |
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◆ setInDarkness()
void Z2SceneMgr::setInDarkness |
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bool |
param_0 | ) |
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◆ setInGame()
void Z2SceneMgr::setInGame |
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bool |
i_inGame | ) |
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inline |
◆ setSceneExist()
void Z2SceneMgr::setSceneExist |
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bool |
param_1 | ) |
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◆ setSceneName()
void Z2SceneMgr::setSceneName |
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char * |
spotName, |
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s32 |
room, |
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s32 |
layer |
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) |
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◆ BGM_ID
◆ field_0x18
u8 Z2SceneMgr::field_0x18 |
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private |
◆ field_0x19
u8 Z2SceneMgr::field_0x19 |
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private |
◆ field_0x1a
bool Z2SceneMgr::field_0x1a |
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private |
◆ field_0x1b
bool Z2SceneMgr::field_0x1b |
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private |
◆ inDarkness
bool Z2SceneMgr::inDarkness |
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private |
◆ inGame
◆ load1stWait
s8 Z2SceneMgr::load1stWait |
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private |
◆ loadedBgmWave_1
u8 Z2SceneMgr::loadedBgmWave_1 |
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private |
◆ loadedBgmWave_2
u8 Z2SceneMgr::loadedBgmWave_2 |
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private |
◆ loadedDemoWave
u8 Z2SceneMgr::loadedDemoWave |
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private |
◆ loadedSeWave_1
u8 Z2SceneMgr::loadedSeWave_1 |
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private |
◆ loadedSeWave_2
u8 Z2SceneMgr::loadedSeWave_2 |
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private |
◆ requestBgmWave_1
u8 Z2SceneMgr::requestBgmWave_1 |
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private |
◆ requestBgmWave_2
u8 Z2SceneMgr::requestBgmWave_2 |
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private |
◆ requestDemoWave
u8 Z2SceneMgr::requestDemoWave |
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private |
◆ requestSeWave_1
u8 Z2SceneMgr::requestSeWave_1 |
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private |
◆ requestSeWave_2
u8 Z2SceneMgr::requestSeWave_2 |
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private |
◆ roomNum
◆ sceneExist
bool Z2SceneMgr::sceneExist |
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private |
◆ sceneNum
◆ timer
The documentation for this class was generated from the following files: