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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Functions | |
s32 | fpcPi_IsInQueue (process_priority_class *i_procPriority) |
s32 | fpcPi_QueueTo (process_priority_class *i_procPriority) |
s32 | fpcPi_ToQueue (process_priority_class *i_procPriority) |
process_priority_class * | fpcPi_GetFromQueue () |
s32 | fpcPi_Delete (process_priority_class *i_procPriority) |
s32 | fpcPi_IsNormal (fpc_ProcID i_layerID, u16 i_listID, u16 i_priority) |
s32 | fpcPi_Change (process_priority_class *i_procPriority, fpc_ProcID i_layerID, u16 i_listID, u16 i_priority) |
s32 | fpcPi_Handler () |
s32 | fpcPi_Init (process_priority_class *i_procPriority, void *i_data, fpc_ProcID i_layerID, u16 i_listID, u16 i_priority) |
Variables | |
static node_list_class | l_fpcPi_Queue |
s8 | data_804505F0 = 0xFF |
s32 fpcPi_Change | ( | process_priority_class * | i_procPriority, |
fpc_ProcID | i_layerID, | ||
u16 | i_listID, | ||
u16 | i_priority ) |
s32 fpcPi_Delete | ( | process_priority_class * | i_procPriority | ) |
process_priority_class * fpcPi_GetFromQueue | ( | void | ) |
s32 fpcPi_Handler | ( | void | ) |
s32 fpcPi_Init | ( | process_priority_class * | i_procPriority, |
void * | i_data, | ||
fpc_ProcID | i_layerID, | ||
u16 | i_listID, | ||
u16 | i_priority ) |
s32 fpcPi_IsInQueue | ( | process_priority_class * | i_procPriority | ) |
f_pc_priority.cpp Framework - Process Priority
s32 fpcPi_IsNormal | ( | fpc_ProcID | i_layerID, |
u16 | i_listID, | ||
u16 | i_priority ) |
s32 fpcPi_QueueTo | ( | process_priority_class * | i_procPriority | ) |
s32 fpcPi_ToQueue | ( | process_priority_class * | i_procPriority | ) |
s8 data_804505F0 = 0xFF |
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static |