Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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f_pc_layer_tag.h
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1
2#ifndef F_PC_LAYER_TAG_H_
3#define F_PC_LAYER_TAG_H_
4
6
7enum {
9 fpcLy_CURRENT_e = 0xFFFFFFFD,
10 fpcLy_SPECIAL_e = 0xFFFFFFFE,
11 fpcLy_NONE_e = 0xFFFFFFFF,
12};
13
14typedef struct layer_class layer_class;
15
16
23
28s32 fpcLyTg_Init(layer_management_tag_class*, unsigned int, void*);
29
30#endif
T cLib_calcTimer(T *value)
Definition c_lib.h:74
s32 fpcLyTg_Move(layer_management_tag_class *, unsigned int, u16, u16)
Definition f_pc_layer_tag.cpp:51
s32 fpcLyTg_Init(layer_management_tag_class *, unsigned int, void *)
Definition f_pc_layer_tag.cpp:66
s32 fpcLyTg_ToQueue(layer_management_tag_class *pTag, unsigned int layerID, u16 listID, u16 listPrio)
Definition f_pc_layer_tag.cpp:11
@ fpcLy_SPECIAL_e
Definition f_pc_layer_tag.h:10
@ fpcLy_NONE_e
Definition f_pc_layer_tag.h:11
@ fpcLy_CURRENT_e
Definition f_pc_layer_tag.h:9
@ fpcLy_ROOT_e
Definition f_pc_layer_tag.h:8
s32 fpcLyTg_QueueTo(layer_management_tag_class *pTag)
Definition f_pc_layer_tag.cpp:38
Definition c_tag.h:10
Definition f_pc_layer.h:14
Definition f_pc_layer_tag.h:17
layer_class * mpLayer
Definition f_pc_layer_tag.h:19
u16 mNodeListIdx
Definition f_pc_layer_tag.h:21
create_tag_class mCreateTag
Definition f_pc_layer_tag.h:18
u16 mNodeListID
Definition f_pc_layer_tag.h:20
unsigned short u16
Definition types.h:9
signed long s32
Definition types.h:6