Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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f_op_scene_mng.h
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1#ifndef F_F_OP_SCENE_MNG_H_
2#define F_F_OP_SCENE_MNG_H_
3
4#include "f_pc/f_pc_manager.h"
5#include "f_op/f_op_scene.h"
6
8
14void fopScnM_Management(void);
15void fopScnM_Init(void);
16
17inline u32 fpcM_LayerID(const void* pProc) {
19 ((scene_class*)pProc)->mBase.mLayer.mLayerID :
20 0xFFFFFFFF;
21}
22
23inline u32 fopScnM_GetID(void* proc) {
24 return fpcM_GetID(proc);
25}
26
27inline int fopScnM_LayerID(void* proc) {
28 return fpcM_LayerID(proc);
29}
30
31inline u32 fopScnM_GetParam(void* proc) {
32 return fpcM_GetParam(proc);
33}
34
35#endif
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition f_op_scene.h:15
void fopScnM_Management(void)
Definition f_op_scene_mng.cpp:54
u32 fopScnM_ReRequest(s16, u32)
Definition f_op_scene_mng.cpp:45
u32 fopScnM_GetID(void *proc)
Definition f_op_scene_mng.h:23
int fopScnM_LayerID(void *proc)
Definition f_op_scene_mng.h:27
u32 fpcM_LayerID(const void *pProc)
Definition f_op_scene_mng.h:17
scene_class * fopScnM_SearchByID(fpc_ProcID id)
Definition f_op_scene_mng.cpp:11
int fopScnM_CreateReq(s16, s16, u16, u32)
Definition f_op_scene_mng.cpp:39
int fopScnM_ChangeReq(scene_class *, s16, s16, u16)
Definition f_op_scene_mng.cpp:20
u32 fopScnM_GetParam(void *proc)
Definition f_op_scene_mng.h:31
void fopScnM_Init(void)
Definition f_op_scene_mng.cpp:59
fpc_ProcID fopScnM_DeleteReq(scene_class *)
Definition f_op_scene_mng.cpp:33
s32 fpcBs_Is_JustOfType(int i_typeA, int i_typeB)
Definition f_pc_base.cpp:17
unsigned int fpc_ProcID
Definition f_pc_base.h:10
u32 fpcM_GetParam(const void *pActor)
Definition f_pc_manager.h:25
fpc_ProcID fpcM_GetID(const void *pProc)
Definition f_pc_manager.h:19
int g_fpcNd_type
Definition f_pc_node.cpp:39
Definition f_pc_base.h:17
u32 mSubType
Definition f_pc_base.h:35
unsigned long u32
Definition types.h:10
signed short s16
Definition types.h:5
unsigned short u16
Definition types.h:9