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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_gameover.h
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1#ifndef D_D_GAMEOVER_H
2#define D_D_GAMEOVER_H
3
5#include "d/d_menu_save.h"
6#include "f_op/f_op_msg.h"
7#include "f_op/f_op_msg_mng.h"
8#include "f_pc/f_pc_manager.h"
9#include "m_Do/m_Do_hostIO.h"
10
12public:
13 /* 8019ACF8 */ virtual void draw();
14 /* 8019C2CC */ virtual ~dDlst_Gameover_CAPTURE_c() {}
15};
16
17class dMsgScrnLight_c;
19public:
20 /* 8019B940 */ dDlst_GameOverScrnDraw_c(JKRArchive*);
21 /* 8019BCB0 */ void setBackAlpha(f32);
22
23 /* 8019BCF4 */ virtual void draw();
24 /* 8019BBFC */ virtual ~dDlst_GameOverScrnDraw_c();
25
26 /* 0x04 */ J2DScreen* mpScreen;
27 /* 0x08 */ J2DPicture* mpBackImg;
29 /* 0x10 */ f32 field_0x10;
31}; // Size: 0x18
32
44
45class dGameover_c : public msg_class {
46public:
47 /* 8019B044 */ int _create();
48 /* 8019B2F4 */ int _execute();
49 /* 8019B384 */ void playerAnmWait_init();
50 /* 8019B388 */ void playerAnmWait_proc();
51 /* 8019B3A0 */ void dispFadeOut_init();
52 /* 8019B3E8 */ void dispFadeOut_proc();
53 /* 8019B40C */ void dispWait_init();
54 /* 8019B454 */ void dispWait_proc();
55 /* 8019B478 */ void demoFadeIn_init();
56 /* 8019B484 */ void demoFadeIn_proc();
57 /* 8019B4D8 */ void demoFadeOut_init();
58 /* 8019B4E4 */ void demoFadeOut_proc();
59 /* 8019B560 */ void saveOpen_init();
60 /* 8019B564 */ void saveOpen_proc();
61 /* 8019B5A4 */ void saveMove_init();
62 /* 8019B5A8 */ void saveMove_proc();
63 /* 8019B5F0 */ void saveClose_init();
64 /* 8019B5F4 */ void saveClose_proc();
65 /* 8019B7BC */ void deleteWait_init();
66 /* 8019B7C0 */ void deleteWait_proc();
67 /* 8019B7C4 */ int _draw();
68 /* 8019B864 */ int _delete();
69
70 s32 deleteCheck() { return mProc == 8; }
71 void animeStart() { mIsDemoSave = true; }
72
73 /* 0x0FC */ dMenu_save_c* dMs_c;
77 /* 0x110 */ JKRHeap* mpHeap;
78 /* 0x114 */ s16 mTimer;
79 /* 0x116 */ s16 field_0x116;
80 /* 0x118 */ u8 mProc;
81 /* 0x119 */ bool mIsDemoSave;
82}; // Size: 0x11C
83
84s32 d_GameOver_Create(u8 param_0);
86
88 if (id != fpcM_ERROR_PROCESS_ID_e) {
90
91 if (gameover != NULL) {
92 return gameover->deleteCheck();
93 } else {
94 return 0;
95 }
96 }
97
98 return 0;
99}
100
102 if (id != fpcM_ERROR_PROCESS_ID_e) {
104
105 if (gameover != NULL) {
106 gameover->animeStart();
107 return 1;
108 } else {
109 return 0;
110 }
111 }
112
113 return 0;
114}
115
116#endif /* D_D_GAMEOVER_H */
Definition J2DPicture.h:55
Definition J2DScreen.h:48
Definition JKRArchive.h:57
Definition JKRHeap.h:16
Definition d_gameover.h:18
dMsgScrnLight_c * mpLight
Definition d_gameover.h:28
dDlst_GameOverScrnDraw_c(JKRArchive *)
Definition d_gameover.cpp:407
JUtility::TColor mFadeColor
Definition d_gameover.h:30
void setBackAlpha(f32)
Definition d_gameover.cpp:456
virtual void draw()
Definition d_gameover.cpp:460
virtual ~dDlst_GameOverScrnDraw_c()
Definition d_gameover.cpp:448
f32 field_0x10
Definition d_gameover.h:29
J2DScreen * mpScreen
Definition d_gameover.h:26
J2DPicture * mpBackImg
Definition d_gameover.h:27
Definition d_gameover.h:11
virtual void draw()
Definition d_gameover.cpp:39
virtual ~dDlst_Gameover_CAPTURE_c()
Definition d_gameover.h:14
Definition d_drawlist.h:31
Definition d_gameover.h:45
u8 mProc
Definition d_gameover.h:80
s16 field_0x116
Definition d_gameover.h:79
void saveMove_init()
Definition d_gameover.cpp:309
void saveOpen_init()
Definition d_gameover.cpp:299
void dispFadeOut_init()
Definition d_gameover.cpp:236
int _create()
Definition d_gameover.cpp:135
s16 mTimer
Definition d_gameover.h:78
void demoFadeIn_proc()
Definition d_gameover.cpp:272
void dispWait_proc()
Definition d_gameover.cpp:258
dMenu_save_c * dMs_c
Definition d_gameover.h:73
dDlst_GameOverScrnDraw_c * dgo_screen_c
Definition d_gameover.h:74
void animeStart()
Definition d_gameover.h:71
void playerAnmWait_init()
Definition d_gameover.cpp:224
void saveMove_proc()
Definition d_gameover.cpp:312
void saveOpen_proc()
Definition d_gameover.cpp:302
int _draw()
Definition d_gameover.cpp:369
void saveClose_init()
Definition d_gameover.cpp:321
void demoFadeIn_init()
Definition d_gameover.cpp:267
void demoFadeOut_proc()
Definition d_gameover.cpp:289
JKRHeap * mpHeap
Definition d_gameover.h:77
request_of_phase_process_class mPhase
Definition d_gameover.h:76
int _delete()
Definition d_gameover.cpp:385
s32 deleteCheck()
Definition d_gameover.h:70
void demoFadeOut_init()
Definition d_gameover.cpp:283
dDlst_Gameover_CAPTURE_c * dgo_capture_c
Definition d_gameover.h:75
void deleteWait_proc()
Definition d_gameover.cpp:366
int _execute()
Definition d_gameover.cpp:208
bool mIsDemoSave
Definition d_gameover.h:81
void dispWait_init()
Definition d_gameover.cpp:252
void deleteWait_init()
Definition d_gameover.cpp:363
void saveClose_proc()
Definition d_gameover.cpp:324
void dispFadeOut_proc()
Definition d_gameover.cpp:243
void playerAnmWait_proc()
Definition d_gameover.cpp:228
Definition d_menu_save.h:68
Definition d_msg_scrn_light.h:11
Definition f_op_msg.h:9
bool d_GameOver_Delete(fpc_ProcID &i_id)
Definition d_gameover.cpp:539
s32 d_GameOver_CheckDelete(fpc_ProcID &id)
Definition d_gameover.h:87
dGameover_Proc
Definition d_gameover.h:33
@ PROC_DISP_WAIT
Definition d_gameover.h:36
@ PROC_PLAYER_ANM_WAIT
Definition d_gameover.h:34
@ PROC_SAVE_CLOSE
Definition d_gameover.h:41
@ PROC_DEMO_FADE_IN
Definition d_gameover.h:37
@ PROC_DELETE_WAIT
Definition d_gameover.h:42
@ PROC_SAVE_MOVE
Definition d_gameover.h:40
@ PROC_DISP_FADE_OUT
Definition d_gameover.h:35
@ PROC_SAVE_OPEN
Definition d_gameover.h:39
@ PROC_DEMO_FADE_OUT
Definition d_gameover.h:38
s32 d_GameOver_animeStart(fpc_ProcID &id)
Definition d_gameover.h:101
s32 d_GameOver_Create(u8 param_0)
Definition d_gameover.cpp:533
msg_class * fopMsgM_SearchByID(fpc_ProcID i_id)
Definition f_op_msg_mng.cpp:24
unsigned int fpc_ProcID
Definition f_pc_base.h:10
@ fpcM_ERROR_PROCESS_ID_e
Definition f_pc_manager.h:12
Definition TColor.h:12
Definition d_a_hozelda.cpp:14
signed short int s16
Definition types.h:6
float f32
Definition types.h:22
signed long s32
Definition types.h:8
unsigned char u8
Definition types.h:5