Here is a list of all enum values with links to the files they belong to:
- a -
- A_BUTTON : d_save.h
- ACT_A_DAMAGE : d_a_e_rdy.cpp
- ACT_A_RUN : d_a_e_wb.h
- ACT_A_SWIM : d_a_do.h
- ACT_ATTACK : d_a_b_go.h, d_a_e_fz.h, d_a_e_po.h, d_a_e_yk.h
- ACT_AVOID : d_a_e_rdy.cpp, d_a_e_po.h
- ACT_B_IKKI : d_a_e_wb.h
- ACT_B_IKKI2 : d_a_e_wb.h
- ACT_B_IKKI2_END : d_a_e_wb.h
- ACT_B_IKKI_END : d_a_e_wb.h
- ACT_B_LV9_END : d_a_e_wb.h
- ACT_B_RUN : d_a_e_wb.h
- ACT_B_RUN2 : d_a_e_wb.h
- ACT_B_SEARCH : d_a_e_sg.cpp
- ACT_B_WAIT : d_a_e_wb.h
- ACT_B_WAIT2 : d_a_e_wb.h
- ACT_BG_DAMAGE : d_a_e_wb.h
- ACT_BIBIRI : d_a_e_s1.cpp
- ACT_BOAT : d_a_do.h
- ACT_BOMB_ACTION : d_a_e_rdy.cpp
- ACT_BOMB_DAMAGE : d_a_e_dt.cpp
- ACT_BOW : d_a_e_rdy.cpp
- ACT_BOW2 : d_a_e_rdy.cpp
- ACT_BOW3 : d_a_e_rdy.cpp
- ACT_BOW_IKKI2 : d_a_e_rdy.cpp
- ACT_BOW_RUN : d_a_e_rdy.cpp
- ACT_C_F_RUN : d_a_e_wb.h
- ACT_CARRY : d_a_do.h
- ACT_CHANCE : d_a_e_yk.h
- ACT_COLOR_CHG : d_a_obj_smgdoor.h
- ACT_COMMANDER : d_a_e_rdy.cpp
- ACT_CREATE : d_a_e_pm.cpp
- ACT_CRV_WAIT : d_a_e_wb.h
- ACT_CRY : d_a_e_dt.cpp
- ACT_DAMAGE : d_a_e_dt.cpp, d_a_e_pm.cpp, d_a_e_rdy.cpp, d_a_e_s1.cpp, d_a_e_sg.cpp, d_a_e_fz.h, d_a_e_po.h, d_a_e_wb.h
- ACT_DEAD : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp, d_a_e_po.h
- ACT_DEATH : d_a_e_dt.cpp, d_a_e_pm.cpp
- ACT_DEFAULT : d_a_obj_enemy_create.h
- ACT_DEMO : d_a_e_pm.cpp
- ACT_DOWN : d_a_e_dt.cpp
- ACT_DROP : d_a_e_rdy.cpp, d_a_e_sg.cpp, d_a_bd.h
- ACT_ESA_SEARCH : d_a_e_sg.cpp
- ACT_ESCAPE : d_a_e_pm.cpp
- ACT_EVENT : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp, d_a_e_wb.h
- ACT_EXCITE : d_a_e_rdy.cpp
- ACT_F_WAIT : d_a_e_wb.h
- ACT_FAIL : d_a_e_s1.cpp
- ACT_FAIL_WAIT : d_a_e_s1.cpp
- ACT_FIGHT : d_a_e_rdy.cpp, d_a_e_s1.cpp, d_a_e_yk.h
- ACT_FIGHT_FLY : d_a_e_yk.h
- ACT_FIGHT_RUN : d_a_e_rdy.cpp, d_a_e_s1.cpp
- ACT_FLY : d_a_bd.h, d_a_e_yk.h
- ACT_FOOD : d_a_do.h
- ACT_GROUND : d_a_bd.h
- ACT_HANG : d_a_do.h
- ACT_HELP : d_a_do.h
- ACT_HOLL_DEMO : d_a_e_po.h
- ACT_INVINCIBLE : d_a_e_s1.cpp
- ACT_JUMP : d_a_e_dt.cpp
- ACT_JYUNKAI : d_a_e_rdy.cpp
- ACT_KAMU : d_a_e_sg.cpp
- ACT_KIBA_END : d_a_e_wb.h
- ACT_KIBA_START : d_a_e_wb.h
- ACT_KKRI : d_a_bd.h
- ACT_LANDING : d_a_bd.h
- ACT_LANDING2 : d_a_bd.h
- ACT_LANDING3 : d_a_bd.h
- ACT_LIMBERING : d_a_e_po.h
- ACT_LOOP : d_a_obj_enemy_create.h
- ACT_LR_DAMAGE : d_a_e_wb.h
- ACT_MESSAGE : d_a_do.h
- ACT_MOVE : d_a_e_sg.cpp, d_a_e_fz.h
- ACT_NORMAL : d_a_e_rdy.cpp, d_a_obj_enemy_create.h
- ACT_OPEN : d_a_obj_smgdoor.h
- ACT_OPENING : d_a_e_dt.cpp, d_a_e_po.h
- ACT_PATH : d_a_e_s1.cpp
- ACT_PATH_FLY : d_a_e_yk.h
- ACT_PL_RIDE : d_a_e_wb.h
- ACT_PL_RIDE2 : d_a_e_wb.h
- ACT_PL_RIDE_NOW : d_a_e_wb.h
- ACT_RETURN : d_a_e_yk.h
- ACT_RIDE : d_a_e_wb.h
- ACT_ROLL_MOVE : d_a_e_po.h
- ACT_ROLLMOVE : d_a_e_fz.h
- ACT_ROOF : d_a_e_s1.cpp, d_a_e_yk.h
- ACT_ROPE : d_a_bd.h
- ACT_RUN : d_a_do.h
- ACT_RUN_WALK : d_a_do.h
- ACT_S_DAMAGE : d_a_e_rdy.cpp, d_a_e_wb.h
- ACT_SCENE_CHG : d_a_obj_smgdoor.h
- ACT_SEARCH : d_a_e_dt.cpp, d_a_e_sg.cpp, d_a_e_po.h, d_a_obj_enemy_create.h
- ACT_SETGOAL : d_a_obj_smgdoor.h
- ACT_SETPOS : d_a_obj_smgdoor.h
- ACT_SHAKE : d_a_e_dt.cpp
- ACT_SHOUT : d_a_e_s1.cpp
- ACT_SIT : d_a_do.h
- ACT_STAND : d_a_e_rdy.cpp
- ACT_START : d_a_e_pm.cpp
- ACT_STAY : d_a_do.h
- ACT_SWIM : d_a_do.h
- ACT_TK2_ATTACK : d_a_e_tk2.cpp
- ACT_TK2_DAMAGE : d_a_e_tk2.cpp
- ACT_TK2_FIND : d_a_e_tk2.cpp
- ACT_TK2_S_DAMAGE : d_a_e_tk2.cpp
- ACT_TK2_WAIT : d_a_e_tk2.cpp
- ACT_TK_ATTACK : d_a_e_tk.cpp
- ACT_TK_BALL_DROP : d_a_e_tk_ball.cpp
- ACT_TK_BALL_MOVE : d_a_e_tk_ball.cpp
- ACT_TK_BALL_RETURN : d_a_e_tk_ball.cpp
- ACT_TK_DAMAGE : d_a_e_tk.cpp
- ACT_TK_FIND : d_a_e_tk.cpp
- ACT_TK_PATHSWIM : d_a_e_tk.cpp
- ACT_TK_S_DAMAGE : d_a_e_tk.cpp
- ACT_TK_WAIT : d_a_e_tk.cpp
- ACT_TKUSA : d_a_e_rdy.cpp
- ACT_WAIT : d_a_e_dt.cpp, d_a_e_pm.cpp, d_a_e_s1.cpp, d_a_b_go.h, d_a_e_fz.h, d_a_e_po.h, d_a_e_wb.h, d_a_obj_smgdoor.h
- ACT_WAIT2 : d_a_e_wb.h
- ACT_WAIT_1 : d_a_do.h
- ACT_WAIT_2 : d_a_do.h
- ACT_WAIT_EVENT : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp
- ACT_WALK : d_a_e_dt.cpp, d_a_b_go.h, d_a_do.h
- ACT_WALK_RUN : d_a_do.h
- ACT_WARP_APPEAR : d_a_e_s1.cpp
- ACT_WATER : d_a_e_rdy.cpp
- ACT_WIND : d_a_e_yk.h
- ACT_WOLF_BITE : d_a_e_po.h
- ACT_WOLFBITE : d_a_e_s1.cpp, d_a_e_yk.h
- ACT_YC_RIDE : d_a_e_rdy.cpp
- ACTION_A_DAMAGE : d_a_e_rd.cpp
- ACTION_A_DOWN : d_a_e_fm.cpp
- ACTION_ANIMAL : d_a_e_fm.cpp
- ACTION_APPEAR : d_a_e_bs.cpp, d_a_e_db.cpp, d_a_e_hb.cpp, d_a_e_rb.cpp
- ACTION_APPEAR_V : d_a_e_db.cpp, d_a_e_hb.cpp
- ACTION_ARROW_BG : d_a_e_arrow.h
- ACTION_ARROW_BOUND : d_a_e_arrow.h
- ACTION_ARROW_FIRE : d_a_e_arrow.h
- ACTION_ARROW_SHIELD : d_a_e_arrow.h
- ACTION_ARROW_SHOT : d_a_e_arrow.h
- ACTION_ARROW_SPIN : d_a_e_arrow.h
- ACTION_ARROWDAMAGE : d_a_e_dd.cpp
- ACTION_ATTACK : d_a_b_bq.cpp, d_a_b_gnd.cpp, d_a_e_bs.cpp, d_a_e_bu.cpp, d_a_e_db.cpp, d_a_e_dd.cpp, d_a_e_dn.cpp, d_a_e_ge.cpp, d_a_e_gob.cpp, d_a_e_hb.cpp, d_a_e_hz.cpp, d_a_e_is.cpp, d_a_e_kk.cpp, d_a_e_mf.cpp, d_a_e_nz.cpp, d_a_e_rb.cpp, d_a_e_rdb.cpp, d_a_e_sf.cpp, d_a_e_sm.cpp, d_a_e_tt.cpp, d_a_e_ww.cpp, d_a_e_yg.cpp, d_a_e_zm.cpp, d_a_e_sm2.h
- ACTION_ATTACK_0 : d_a_e_dn.cpp, d_a_e_sf.cpp
- ACTION_ATTACK_A : d_a_e_hzelda.cpp
- ACTION_ATTACK_B : d_a_e_hzelda.cpp
- ACTION_ATTACK_C : d_a_e_hzelda.cpp
- ACTION_ATTACK_e : d_a_e_gi.cpp
- ACTION_ATTACK_S : d_a_e_db.cpp
- ACTION_AVOID : d_a_e_rd.cpp
- ACTION_AWAY : d_a_e_hz.cpp, d_a_npc_du.cpp
- ACTION_AWAY_e : d_a_ni.h
- ACTION_BACK : d_a_e_ge.cpp
- ACTION_BACKDROP : d_a_e_dn.cpp, d_a_e_mf.cpp
- ACTION_BACKWALK : d_a_e_kk.cpp
- ACTION_BALL : d_a_b_gos.cpp, d_a_e_gob.cpp
- ACTION_BATTLE_DEMO : d_a_e_ymb.cpp
- ACTION_BEAM : d_a_b_gm.cpp
- ACTION_BOMB : d_a_e_rd.cpp
- ACTION_BOMB_ACTION : d_a_e_dn.cpp, d_a_e_mf.cpp
- ACTION_BOMBDAMAGE : d_a_e_dd.cpp
- ACTION_BOW : d_a_e_rd.cpp
- ACTION_BOW2 : d_a_e_rd.cpp
- ACTION_BOW3 : d_a_e_rd.cpp
- ACTION_BOW_IKKI : d_a_e_rd.cpp
- ACTION_BOW_RUN : d_a_e_rd.cpp
- ACTION_BREAK : d_a_e_is.cpp, d_a_e_md.cpp
- ACTION_BREATH_ATTACK : d_a_b_dr.cpp
- ACTION_BREATH_ATTACK2 : d_a_b_dr.cpp
- ACTION_BROKEN : d_a_obj_crvfence.cpp
- ACTION_BULLET : d_a_e_zm.cpp
- ACTION_CARRY : d_a_npc_tkj2.cpp, d_a_obj_hb.cpp
- ACTION_CARRY_e : d_a_obj_kanban2.cpp, d_a_ni.h
- ACTION_CAW : d_a_e_ge.cpp
- ACTION_CHANCE : d_a_e_bu.cpp, d_a_e_db.cpp, d_a_e_hb.cpp, d_a_e_hz.cpp
- ACTION_CHASE : d_a_e_tt.cpp, d_a_e_ww.cpp
- ACTION_CHASE_e : d_a_e_gi.cpp
- ACTION_COMBINE : d_a_e_sm2.h
- ACTION_COMMANDER : d_a_e_rd.cpp
- ACTION_CRASH : d_a_e_sf.cpp
- ACTION_CRASHWAIT : d_a_e_sf.cpp
- ACTION_DAMAGE : d_a_b_bq.cpp, d_a_b_gm.cpp, d_a_b_gnd.cpp, d_a_e_bs.cpp, d_a_e_cr.cpp, d_a_e_db.cpp, d_a_e_dn.cpp, d_a_e_gob.cpp, d_a_e_hb.cpp, d_a_e_hz.cpp, d_a_e_hzelda.cpp, d_a_e_is.cpp, d_a_e_kk.cpp, d_a_e_mf.cpp, d_a_e_mm.cpp, d_a_e_rb.cpp, d_a_e_rd.cpp, d_a_e_rdb.cpp, d_a_e_sm.cpp, d_a_e_st.cpp, d_a_e_th.cpp, d_a_e_tt.cpp, d_a_e_ww.cpp, d_a_e_yg.cpp, d_a_e_ymb.cpp, d_a_e_zm.cpp
- ACTION_DAMAGE_DEMO : d_a_b_dr.cpp
- ACTION_DAMAGE_e : d_a_e_gi.cpp, d_a_ni.h
- ACTION_DAMAGE_RUN : d_a_e_fm.cpp
- ACTION_DAMANGE : d_a_e_nz.cpp
- ACTION_DASH : d_a_e_mm.cpp
- ACTION_DEAD : d_a_b_dr.cpp, d_a_e_bu.cpp, d_a_e_dd.cpp, d_a_e_kk.cpp, d_a_e_zm.cpp
- ACTION_DEATH : d_a_e_hz.cpp, d_a_e_tt.cpp, d_a_e_ymb.cpp
- ACTION_DEATH_WAIT : d_a_e_hz.cpp
- ACTION_DEFENCE : d_a_b_gnd.cpp, d_a_e_gob.cpp, d_a_e_mm.cpp, d_a_e_rdb.cpp
- ACTION_DELETE : d_a_e_sm.cpp
- ACTION_DEMO : d_a_b_gg.cpp
- ACTION_DEMO0_e : d_a_ni.h
- ACTION_DISAP : d_a_e_bi.cpp
- ACTION_DISAPPEAR : d_a_e_rb.cpp
- ACTION_DOKURO : d_a_e_yg.cpp
- ACTION_DOWN : d_a_b_gnd.cpp, d_a_e_fm.cpp, d_a_e_ge.cpp, d_a_e_ymb.cpp
- ACTION_DRAWBACK : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_sf.cpp
- ACTION_DROP : d_a_b_gm.cpp, d_a_e_rd.cpp, d_a_npc_tkj2.cpp, d_a_obj_hb.cpp
- ACTION_DROP_2 : d_a_npc_tkj2.cpp
- ACTION_DROP_e : d_a_ni.h
- ACTION_E_DEAD : d_a_e_db.cpp
- ACTION_END : d_a_b_bq.cpp, d_a_b_gnd.cpp, d_a_e_fm.cpp, d_a_e_gob.cpp, d_a_e_rdb.cpp, d_a_e_th.cpp, d_a_e_th_ball.cpp
- ACTION_ESCAPE : d_a_e_db.cpp
- ACTION_EX : d_a_e_bi.cpp
- ACTION_EXCITE : d_a_e_rd.cpp
- ACTION_EXECUTE_ATTACK : d_a_e_sw.cpp
- ACTION_EXECUTE_BALL_WAIT : d_a_e_zh.cpp
- ACTION_EXECUTE_BG_HIT_SH_MOVE : d_a_e_zh.cpp
- ACTION_EXECUTE_BOMB : d_a_e_sw.cpp
- ACTION_EXECUTE_CATCH_FLY_MOVE : d_a_e_zh.cpp
- ACTION_EXECUTE_CATCH_MOVE : d_a_e_zh.cpp
- ACTION_EXECUTE_CHANCE : d_a_e_sw.cpp
- ACTION_EXECUTE_CHASE_FAST : d_a_e_sw.cpp
- ACTION_EXECUTE_CHASE_SLOW : d_a_e_sw.cpp
- ACTION_EXECUTE_DAMAGE : d_a_e_sw.cpp, d_a_e_zh.cpp
- ACTION_EXECUTE_DEAD_STOP : d_a_e_zh.cpp
- ACTION_EXECUTE_DIE : d_a_e_sw.cpp
- ACTION_EXECUTE_DIVE : d_a_e_sw.cpp
- ACTION_EXECUTE_FALL : d_a_e_sw.cpp
- ACTION_EXECUTE_FLY_DELETE : d_a_e_zh.cpp
- ACTION_EXECUTE_HOOK : d_a_e_sw.cpp
- ACTION_EXECUTE_MASTER : d_a_e_sw.cpp
- ACTION_EXECUTE_MOVE_OUT : d_a_e_sw.cpp
- ACTION_EXECUTE_OPEN_START : d_a_e_zh.cpp
- ACTION_EXECUTE_RETURN_DEMO : d_a_e_zh.cpp
- ACTION_EXECUTE_SEARCH_MOVE : d_a_e_zh.cpp
- ACTION_EXECUTE_START_DEMO : d_a_e_zh.cpp
- ACTION_EXECUTE_SUDDEN_ATTACK : d_a_e_sw.cpp
- ACTION_EXECUTE_WAIT : d_a_e_sw.cpp, d_a_e_zh.cpp
- ACTION_F_A : d_a_b_gg.cpp
- ACTION_F_FIGHT : d_a_e_fm.cpp
- ACTION_FAIL : d_a_e_sm2.h
- ACTION_FALL : d_a_cstaF.cpp, d_a_e_dd.cpp
- ACTION_FIGHT : d_a_e_bu.cpp, d_a_e_gob.cpp, d_a_e_rd.cpp, d_a_e_rdb.cpp
- ACTION_FIGHT_FLY : d_a_e_bu.cpp
- ACTION_FIGHT_RUN : d_a_e_bs.cpp, d_a_e_dn.cpp, d_a_e_fm.cpp, d_a_e_mf.cpp, d_a_e_rd.cpp, d_a_e_sf.cpp
- ACTION_FIRE : d_a_e_fm.cpp
- ACTION_FIRST_ATTACK : d_a_e_tt.cpp
- ACTION_FLG_CONTINUATION : d_meter2_draw.h
- ACTION_FLG_DEFAULT : d_meter2_draw.h
- ACTION_FLG_EMPHASIS : d_meter2_draw.h
- ACTION_FLOAT : d_a_obj_fw.cpp, d_a_obj_hb.cpp
- ACTION_FLOAT_e : d_a_obj_kanban2.cpp
- ACTION_FLY : d_a_b_gg.cpp, d_a_e_bu.cpp, d_a_e_ge.cpp, d_a_e_ymb.cpp, d_a_npc_tkj2.cpp
- ACTION_FLY_ATTACK : d_a_e_ymb.cpp
- ACTION_FLY_e : d_a_ni.h
- ACTION_FLY_WAIT : d_a_b_dr.cpp
- ACTION_G_CHANCE : d_a_e_st.cpp
- ACTION_G_DAMAGE : d_a_e_st.cpp
- ACTION_G_DEF : d_a_e_st.cpp
- ACTION_G_END : d_a_e_st.cpp
- ACTION_G_FIGHT : d_a_e_st.cpp
- ACTION_G_NORMAL : d_a_e_st.cpp
- ACTION_G_S_DAMAGE : d_a_e_st.cpp
- ACTION_G_WIND : d_a_e_st.cpp
- ACTION_GAKEJUMP : d_a_e_dn.cpp, d_a_e_mf.cpp
- ACTION_GETUP : d_a_e_sf.cpp
- ACTION_GLAB : d_a_e_gob.cpp
- ACTION_GLIDER_ATTACK : d_a_b_dr.cpp
- ACTION_GROUND : d_a_b_gg.cpp
- ACTION_GUARD : d_a_e_dd.cpp, d_a_e_dn.cpp, d_a_e_kk.cpp, d_a_e_mf.cpp, d_a_e_sf.cpp, d_a_e_ymb.cpp
- ACTION_HALF_BREAK : d_a_e_md.cpp
- ACTION_HANG : d_a_e_st.cpp
- ACTION_HANG_2 : d_a_e_st.cpp
- ACTION_HANG_2_SHOOT : d_a_e_st.cpp
- ACTION_HANG_DROP : d_a_e_st.cpp
- ACTION_HANG_SHOOT : d_a_e_st.cpp
- ACTION_HEAD : d_a_e_bu.cpp
- ACTION_HEND : d_a_b_gnd.cpp
- ACTION_HIDE : d_a_e_hz.cpp
- ACTION_HJUMP : d_a_b_gnd.cpp
- ACTION_HRUN_A : d_a_b_gnd.cpp
- ACTION_HRUN_P : d_a_b_gnd.cpp
- ACTION_HWAIT_1 : d_a_b_gnd.cpp
- ACTION_HWAIT_2 : d_a_b_gnd.cpp
- ACTION_ICICLEWAIT : d_a_e_kk.cpp
- ACTION_IKKI2_END : d_a_e_rd.cpp
- ACTION_IKKI2_START : d_a_e_rd.cpp
- ACTION_IKKI_END : d_a_e_rd.cpp
- ACTION_JUMP : d_a_b_gnd.cpp, d_a_e_dn.cpp, d_a_e_gob.cpp, d_a_e_mf.cpp
- ACTION_JUMP_ATTACK : d_a_e_st.cpp
- ACTION_JYUNKAI : d_a_e_rd.cpp
- ACTION_KIBA_END : d_a_e_rd.cpp
- ACTION_KIBA_START : d_a_e_rd.cpp
- ACTION_KOGOMA : d_a_b_gm.cpp
- ACTION_LAKE_DEMO : d_a_e_ymb.cpp
- ACTION_LURE_ACTION : d_a_mg_rod.h
- ACTION_LURE_BARE : d_a_mg_rod.h
- ACTION_LURE_CAST : d_a_mg_rod.h
- ACTION_LURE_CATCH : d_a_mg_rod.h
- ACTION_LURE_HEART : d_a_mg_rod.h
- ACTION_LURE_HIT : d_a_mg_rod.h
- ACTION_LURE_ONBOAT : d_a_mg_rod.h
- ACTION_LURE_STANDBY : d_a_mg_rod.h
- ACTION_LV9_END : d_a_e_rd.cpp
- ACTION_MAGNE_WAIT : d_a_e_mm.cpp
- ACTION_MASTER : d_a_e_ww.cpp
- ACTION_MAX : d_a_e_ge.cpp
- ACTION_MESSAGE : d_a_e_gob.cpp, d_a_npc_du.cpp
- ACTION_MESSAGE_e : d_a_ni.h
- ACTION_MIDDLE_DEMO : d_a_b_dr.cpp
- ACTION_MK_ROOF : d_a_e_db.cpp
- ACTION_MODE_0 : d_a_e_ww.cpp
- ACTION_MODE_1 : d_a_e_ww.cpp
- ACTION_MODE_10 : d_a_e_ww.cpp
- ACTION_MODE_11 : d_a_e_ww.cpp
- ACTION_MODE_12 : d_a_e_ww.cpp
- ACTION_MODE_13 : d_a_e_ww.cpp
- ACTION_MODE_14 : d_a_e_ww.cpp
- ACTION_MODE_15 : d_a_e_ww.cpp
- ACTION_MODE_16 : d_a_e_ww.cpp
- ACTION_MODE_2 : d_a_e_ww.cpp
- ACTION_MODE_20 : d_a_e_ww.cpp
- ACTION_MODE_200 : d_a_e_ww.cpp
- ACTION_MODE_21 : d_a_e_ww.cpp
- ACTION_MODE_22 : d_a_e_ww.cpp
- ACTION_MODE_25 : d_a_e_ww.cpp
- ACTION_MODE_26 : d_a_e_ww.cpp
- ACTION_MODE_27 : d_a_e_ww.cpp
- ACTION_MODE_28 : d_a_e_ww.cpp
- ACTION_MODE_3 : d_a_e_ww.cpp
- ACTION_MODE_5 : d_a_e_ww.cpp
- ACTION_MODE_6 : d_a_e_ww.cpp
- ACTION_MOVE : d_a_b_gm.cpp, d_a_e_bi.cpp, d_a_e_cr.cpp, d_a_e_is.cpp, d_a_e_rb.cpp, d_a_e_sm.cpp, d_a_e_st.cpp, d_a_e_zm.cpp
- ACTION_MOVE_OUT : d_a_e_ww.cpp
- ACTION_N_FIGHT : d_a_e_fm.cpp
- ACTION_NORMAL : d_a_e_bs.cpp, d_a_e_dd.cpp, d_a_e_dn.cpp, d_a_e_fm.cpp, d_a_e_mf.cpp, d_a_e_mm.cpp, d_a_e_nz.cpp, d_a_e_rd.cpp, d_a_e_sf.cpp, d_a_e_sm.cpp, d_a_e_yg.cpp, d_a_npc_du.cpp, d_a_npc_tkj2.cpp, d_a_obj_crvfence.cpp
- ACTION_NORMAL_e : d_a_obj_kanban2.cpp, d_a_ni.h
- ACTION_NORMAL_MOVE : d_a_e_sm2.h
- ACTION_OTOREAC : d_a_e_dn.cpp, d_a_e_mf.cpp
- ACTION_OUT_RANGE : d_a_e_tt.cpp
- ACTION_PART_e : d_a_obj_kanban2.cpp
- ACTION_PATH_FLY : d_a_e_bu.cpp
- ACTION_PILLAR_SEARCH : d_a_b_dr.cpp
- ACTION_PILLAR_WAIT : d_a_b_dr.cpp
- ACTION_PL_SEARCH : d_a_e_st.cpp
- ACTION_PLAY_e : d_a_ni.h
- ACTION_POWEROFF : d_a_e_is.cpp
- ACTION_REG : d_a_e_dn.cpp, d_a_e_rd.cpp
- ACTION_RETURN : d_a_e_th.cpp, d_a_e_th_ball.cpp, d_a_npc_tkj2.cpp
- ACTION_RETURN_e : d_a_ni.h
- ACTION_ROOF : d_a_e_sm2.h
- ACTION_RUN : d_a_e_dd.cpp
- ACTION_RUN_AWAY : d_a_e_ymb.cpp
- ACTION_S_DAMAGE : d_a_e_cr.cpp, d_a_e_db.cpp, d_a_e_dn.cpp, d_a_e_gob.cpp, d_a_e_hb.cpp, d_a_e_mf.cpp, d_a_e_rd.cpp, d_a_e_sf.cpp, d_a_e_st.cpp
- ACTION_S_SET : d_a_e_gob.cpp
- ACTION_SEARCH_POINT : d_a_e_zm.cpp
- ACTION_SEKIZOU : d_a_e_is.cpp
- ACTION_SET : d_a_obj_hb.cpp
- ACTION_SHIELD : d_a_e_ge.cpp
- ACTION_SHOOT : d_a_e_st.cpp
- ACTION_SHOT : d_a_e_th.cpp, d_a_e_th_ball.cpp
- ACTION_SIDE : d_a_b_gnd.cpp
- ACTION_SITWAIT : d_a_e_sf.cpp
- ACTION_SLEEP : d_a_e_rd.cpp
- ACTION_SLEEP_e : d_a_e_gi.cpp
- ACTION_SPEARTHROW : d_a_e_kk.cpp
- ACTION_SPIN : d_a_e_th.cpp, d_a_e_th_ball.cpp
- ACTION_SPIN_ATTACK : d_a_e_rdb.cpp
- ACTION_SPIN_B : d_a_e_th.cpp
- ACTION_STAND : d_a_e_rd.cpp
- ACTION_STANDBY : d_a_e_yg.cpp
- ACTION_START : d_a_e_fm.cpp, d_a_e_gob.cpp, d_a_e_rdb.cpp, d_a_e_th.cpp
- ACTION_START_DEMO : d_a_e_ymb.cpp
- ACTION_STAY : d_a_b_bq.cpp, d_a_e_db.cpp, d_a_e_dn.cpp, d_a_e_hb.cpp, d_a_e_mf.cpp, d_a_e_rb.cpp
- ACTION_STICK : d_a_b_gos.cpp, d_a_e_nz.cpp
- ACTION_STOP : d_a_b_gg.cpp, d_a_e_fm.cpp, d_a_e_th_ball.cpp
- ACTION_STR_ACTION : d_meter2_draw.h
- ACTION_STR_AREA_MAP : d_meter2_draw.h
- ACTION_STR_ATTACK : d_meter2_draw.h
- ACTION_STR_BACK : d_meter2_draw.h
- ACTION_STR_BACK2 : d_meter2_draw.h
- ACTION_STR_BITE : d_meter2_draw.h
- ACTION_STR_BITE2 : d_meter2_draw.h
- ACTION_STR_BLANK : d_meter2_draw.h
- ACTION_STR_BLOW : d_meter2_draw.h
- ACTION_STR_CANCEL : d_meter2_draw.h
- ACTION_STR_CANT_SKIP : d_meter2_draw.h
- ACTION_STR_CHANCE : d_meter2_draw.h
- ACTION_STR_CHANGE_LOCKS : d_meter2_draw.h
- ACTION_STR_CHANGE_VIEW : d_meter2_draw.h
- ACTION_STR_CHECK : d_meter2_draw.h
- ACTION_STR_CHECK2 : d_meter2_draw.h
- ACTION_STR_CHECK3 : d_meter2_draw.h
- ACTION_STR_COLLECTION : d_meter2_draw.h
- ACTION_STR_CONFIRM : d_meter2_draw.h
- ACTION_STR_COVER : d_meter2_draw.h
- ACTION_STR_CROUCH : d_meter2_draw.h
- ACTION_STR_CUT : d_meter2_draw.h
- ACTION_STR_DASH : d_meter2_draw.h
- ACTION_STR_DASH2 : d_meter2_draw.h
- ACTION_STR_DEFEND : d_meter2_draw.h
- ACTION_STR_DIG : d_meter2_draw.h
- ACTION_STR_DISMOUNT : d_meter2_draw.h
- ACTION_STR_DIVE : d_meter2_draw.h
- ACTION_STR_DODGE : d_meter2_draw.h
- ACTION_STR_DRAW : d_meter2_draw.h
- ACTION_STR_DRINK : d_meter2_draw.h
- ACTION_STR_DROP_DOWN : d_meter2_draw.h
- ACTION_STR_EAT : d_meter2_draw.h
- ACTION_STR_ENTER : d_meter2_draw.h
- ACTION_STR_EQUIP : d_meter2_draw.h
- ACTION_STR_EXTRACT : d_meter2_draw.h
- ACTION_STR_FASTEN : d_meter2_draw.h
- ACTION_STR_FINISH : d_meter2_draw.h
- ACTION_STR_FLIP : d_meter2_draw.h
- ACTION_STR_GET_DOWN : d_meter2_draw.h
- ACTION_STR_GET_OFF : d_meter2_draw.h
- ACTION_STR_GET_OFF2 : d_meter2_draw.h
- ACTION_STR_GET_ON : d_meter2_draw.h
- ACTION_STR_GET_ON2 : d_meter2_draw.h
- ACTION_STR_GRAB : d_meter2_draw.h
- ACTION_STR_HAWKEYE_OFF : d_meter2_draw.h
- ACTION_STR_HELM_SPLITTER : d_meter2_draw.h
- ACTION_STR_HELP : d_meter2_draw.h
- ACTION_STR_HINT : d_meter2_draw.h
- ACTION_STR_HOLD_ON : d_meter2_draw.h
- ACTION_STR_HOOK : d_meter2_draw.h
- ACTION_STR_HOWL : d_meter2_draw.h
- ACTION_STR_HURRY : d_meter2_draw.h
- ACTION_STR_INFO : d_meter2_draw.h
- ACTION_STR_INSERT : d_meter2_draw.h
- ACTION_STR_ITEMS : d_meter2_draw.h
- ACTION_STR_JUMP : d_meter2_draw.h
- ACTION_STR_JUMP2 : d_meter2_draw.h
- ACTION_STR_LAND : d_meter2_draw.h
- ACTION_STR_LET_GO : d_meter2_draw.h
- ACTION_STR_LIFT : d_meter2_draw.h
- ACTION_STR_LISTEN : d_meter2_draw.h
- ACTION_STR_LOCK : d_meter2_draw.h
- ACTION_STR_LOOK : d_meter2_draw.h
- ACTION_STR_MAP : d_meter2_draw.h
- ACTION_STR_MOVE : d_meter2_draw.h
- ACTION_STR_MOVE_CLOSER_TV : d_meter2_draw.h
- ACTION_STR_NEXT : d_meter2_draw.h
- ACTION_STR_NONE : d_meter2_draw.h
- ACTION_STR_NONE2 : d_meter2_draw.h
- ACTION_STR_NONE3 : d_meter2_draw.h
- ACTION_STR_NONE4 : d_meter2_draw.h
- ACTION_STR_NONE5 : d_meter2_draw.h
- ACTION_STR_OPEN : d_meter2_draw.h
- ACTION_STR_PADDLE : d_meter2_draw.h
- ACTION_STR_PEEK : d_meter2_draw.h
- ACTION_STR_PET : d_meter2_draw.h
- ACTION_STR_PICK : d_meter2_draw.h
- ACTION_STR_PICK_UP : d_meter2_draw.h
- ACTION_STR_PICK_UP2 : d_meter2_draw.h
- ACTION_STR_PICK_UP3 : d_meter2_draw.h
- ACTION_STR_PICK_UP4 : d_meter2_draw.h
- ACTION_STR_PLACE : d_meter2_draw.h
- ACTION_STR_POINT_WII_REMOTE : d_meter2_draw.h
- ACTION_STR_PULL : d_meter2_draw.h
- ACTION_STR_PULL_DOWN : d_meter2_draw.h
- ACTION_STR_PUSH : d_meter2_draw.h
- ACTION_STR_PUT_AWAY : d_meter2_draw.h
- ACTION_STR_PUT_TOGETHER : d_meter2_draw.h
- ACTION_STR_QUIT : d_meter2_draw.h
- ACTION_STR_RAISE : d_meter2_draw.h
- ACTION_STR_READ : d_meter2_draw.h
- ACTION_STR_REEL : d_meter2_draw.h
- ACTION_STR_REEL_FAST : d_meter2_draw.h
- ACTION_STR_RELEASE : d_meter2_draw.h
- ACTION_STR_RESIST : d_meter2_draw.h
- ACTION_STR_ROLL : d_meter2_draw.h
- ACTION_STR_ROLL2 : d_meter2_draw.h
- ACTION_STR_ROTATE : d_meter2_draw.h
- ACTION_STR_SCOOP : d_meter2_draw.h
- ACTION_STR_SEIZE : d_meter2_draw.h
- ACTION_STR_SELECT : d_meter2_draw.h
- ACTION_STR_SENSE : d_meter2_draw.h
- ACTION_STR_SET_FREE : d_meter2_draw.h
- ACTION_STR_SET_HOOK : d_meter2_draw.h
- ACTION_STR_SHIELD_ATTACK : d_meter2_draw.h
- ACTION_STR_SKIP : d_meter2_draw.h
- ACTION_STR_SLAP : d_meter2_draw.h
- ACTION_STR_SNIFF : d_meter2_draw.h
- ACTION_STR_SPEAK : d_meter2_draw.h
- ACTION_STR_SPIN : d_meter2_draw.h
- ACTION_STR_SPIN_ATTACK : d_meter2_draw.h
- ACTION_STR_STRIKE : d_meter2_draw.h
- ACTION_STR_SURVEY : d_meter2_draw.h
- ACTION_STR_SWIM : d_meter2_draw.h
- ACTION_STR_SWING : d_meter2_draw.h
- ACTION_STR_SWITCH : d_meter2_draw.h
- ACTION_STR_SWITCH2 : d_meter2_draw.h
- ACTION_STR_TAKE : d_meter2_draw.h
- ACTION_STR_THROW : d_meter2_draw.h
- ACTION_STR_THROW2 : d_meter2_draw.h
- ACTION_STR_THRUST : d_meter2_draw.h
- ACTION_STR_TILT : d_meter2_draw.h
- ACTION_STR_WHOOP : d_meter2_draw.h
- ACTION_STR_ZOOM : d_meter2_draw.h
- ACTION_STR_ZOOM2 : d_meter2_draw.h
- ACTION_STR_ZOOM3 : d_meter2_draw.h
- ACTION_STR_ZOOM_IN : d_meter2_draw.h
- ACTION_STR_ZOOM_OUT : d_meter2_draw.h
- ACTION_SURPRISE : d_a_e_ge.cpp
- ACTION_SWIM : d_a_e_yg.cpp, d_a_e_ymb.cpp, d_a_npc_du.cpp
- ACTION_SWIM_e : d_a_ni.h
- ACTION_SWING : d_a_cstaF.cpp
- ACTION_TAG : d_a_e_rd.cpp
- ACTION_TAIL_ATTACK : d_a_e_dn.cpp, d_a_e_mf.cpp
- ACTION_TAIL_HIT : d_a_b_dr.cpp
- ACTION_TAILDAMAGE : d_a_e_dd.cpp
- ACTION_TRAP : d_a_e_is.cpp
- ACTION_TUBA : d_a_b_gnd.cpp
- ACTION_TURN : d_a_e_mm.cpp
- ACTION_UKI_CATCH : d_a_mg_rod.h
- ACTION_UKI_HIT : d_a_mg_rod.h
- ACTION_UKI_READY : d_a_mg_rod.h
- ACTION_UKI_STANDBY : d_a_mg_rod.h
- ACTION_UNK : d_a_e_sm.cpp
- ACTION_UNK_100 : d_a_e_st.cpp
- ACTION_UNK_3 : d_a_e_md.cpp
- ACTION_UNKNOWN : d_a_e_nz.cpp
- ACTION_UP : d_a_e_bi.cpp
- ACTION_VIB : d_a_e_md.cpp
- ACTION_WAIT : d_a_b_bq.cpp, d_a_b_dr.cpp, d_a_b_gm.cpp, d_a_b_gnd.cpp, d_a_b_gos.cpp, d_a_cstaF.cpp, d_a_e_bi.cpp, d_a_e_bu.cpp, d_a_e_db.cpp, d_a_e_ge.cpp, d_a_e_hb.cpp, d_a_e_hz.cpp, d_a_e_hzelda.cpp, d_a_e_is.cpp, d_a_e_kk.cpp, d_a_e_md.cpp, d_a_e_rdb.cpp, d_a_e_st.cpp, d_a_e_th.cpp, d_a_e_tt.cpp, d_a_e_ww.cpp, d_a_e_ymb.cpp, d_a_e_zm.cpp
- ACTION_WAIT_e : d_a_e_gi.cpp
- ACTION_WALK : d_a_b_gos.cpp, d_a_cstaF.cpp, d_a_e_kk.cpp, d_a_e_ww.cpp
- ACTION_WATER : d_a_e_bi.cpp, d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_rd.cpp, d_a_e_st.cpp, d_a_e_sm2.h
- ACTION_WATER_DEATH : d_a_e_hz.cpp
- ACTION_WATER_JUMP : d_a_e_ymb.cpp
- ACTION_WB_BJUMP : d_a_e_rd.cpp
- ACTION_WB_RIDE : d_a_e_rd.cpp
- ACTION_WB_RUN : d_a_e_rd.cpp
- ACTION_WB_SEARCH : d_a_e_rd.cpp
- ACTION_WEAPONMOVE : d_a_e_kk.cpp
- ACTION_WEEK_HIT : d_a_b_dr.cpp
- ACTION_WIND : d_a_e_ge.cpp, d_a_e_hz.cpp
- ACTION_WIND_ATTACK : d_a_b_dr.cpp
- ACTION_WIND_CHANCE : d_a_e_hz.cpp
- ACTION_WIND_WALK : d_a_e_hz.cpp
- ACTION_WINDSPIN_e : d_a_ni.h
- ACTION_WOLFBITE : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_yg.cpp
- ACTION_YAGURA : d_a_e_rd.cpp
- ACTION_YOROKE : d_a_e_kk.cpp
- AMC_EXI_NO_ERROR : AmcExi2Comm.h
- AMC_EXI_UNSELECTED : AmcExi2Comm.h
- ANM_2LADYTALK_A : d_a_npc_chat.cpp
- ANM_2LADYTALK_B : d_a_npc_chat.cpp
- ANM_2NORMALTALK_A : d_a_npc_chat.cpp
- ANM_2NORMALTALK_B : d_a_npc_chat.cpp
- ANM_AGURA_GETUP : d_a_npc_grr.cpp
- ANM_AGURA_TALK : d_a_npc_grr.cpp
- ANM_AGURA_WAIT : d_a_npc_grr.cpp
- ANM_APPEAR : d_a_e_fs.cpp, d_a_e_wb.h
- ANM_APPEAR01 : d_a_e_pm.cpp
- ANM_APPEAR02 : d_a_e_pm.cpp
- ANM_ARMAMENT : d_a_e_rdy.cpp
- ANM_AT : d_a_npc_gwolf.cpp
- ANM_ATTACK : d_a_b_go.h, d_a_e_po.h, d_a_e_wb.h
- ANM_ATTACK01 : d_a_e_fs.cpp, d_a_e_rdy.cpp
- ANM_ATTACK_00 : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_ATTACK_01 : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_ATTACK_A : d_a_e_wb.h
- ANM_ATTACK_B : d_a_e_wb.h
- ANM_ATTACK_C : d_a_e_wb.h
- ANM_ATTACK_TAIL_01 : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_ATTACK_TAIL_02 : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_ATTACK_TAIL_03 : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_ATTACKA : d_a_npc_gwolf.cpp
- ANM_ATTACKAED : d_a_npc_gwolf.cpp
- ANM_ATTACKAST : d_a_npc_gwolf.cpp
- ANM_AVOID : d_a_e_rdy.cpp
- ANM_AWAKE : d_a_e_po.h
- ANM_BLOW : d_a_e_rdy.cpp
- ANM_BLOWNOFF : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_BOKIN_WAIT : d_a_npc_gro.cpp
- ANM_BOMB_DAMAGE : d_a_e_wb.h
- ANM_BORN : d_a_e_ot.cpp
- ANM_BOW : d_a_npc_gro.cpp
- ANM_BOW_READY : d_a_e_rdy.cpp
- ANM_BOW_RREADY : d_a_e_rdy.cpp
- ANM_BOW_RSHOOT : d_a_e_rdy.cpp
- ANM_BOW_SHOOT : d_a_e_rdy.cpp
- ANM_BROWSE_A : d_a_npc_chat.cpp
- ANM_BROWSE_B : d_a_npc_chat.cpp
- ANM_BRUSH_LEFT_UP : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_BRUSH_RIGHT_UP : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_BULBUL : d_a_do.h
- ANM_CALL : d_a_npc_gro.cpp
- ANM_CALL_WAIT : d_a_npc_gro.cpp
- ANM_CARRY_B : d_a_do.h
- ANM_CELLME : d_a_npc_chat.cpp
- ANM_CLIFF : d_a_do.h
- ANM_CLIFF_WT : d_a_do.h
- ANM_CONSIDER : d_a_npc_bouS.cpp
- ANM_CONSIDERING : d_a_npc_bouS.cpp
- ANM_CORE_DAMAGE : d_a_e_wb.h
- ANM_CROAK : d_a_e_dt.cpp
- ANM_CROAK_DAMAGE : d_a_e_dt.cpp
- ANM_DAMAGE : d_a_e_fs.cpp, d_a_e_ot.cpp, d_a_e_pm.cpp, d_a_e_po.h
- ANM_DAMAGE_01 : d_a_b_go.h
- ANM_DAMAGE_02 : d_a_b_go.h
- ANM_DAMAGE_L : d_a_e_rdy.cpp
- ANM_DAMAGE_R : d_a_e_rdy.cpp
- ANM_DAMAGE_S : d_a_e_rdy.cpp
- ANM_DAMAGE_W : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_rdy.cpp
- ANM_DAMAGE_WAIT : d_a_e_wb.h
- ANM_DASHA : d_a_npc_gwolf.cpp
- ANM_DEAD : d_a_e_dt.cpp, d_a_e_wb.h
- ANM_DEAD_01 : d_a_b_go.h
- ANM_DEAD_02 : d_a_b_go.h
- ANM_DEAD_ARROW : d_a_e_rdy.cpp
- ANM_DEFEND : d_a_do.h
- ANM_DIE : d_a_e_fs.cpp
- ANM_DIE_LEFT : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_DIE_LEFT_UP : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_DIE_RIGHT : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_DIE_RIGHT_UP : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_DIE_W : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_DIEA : d_a_e_pm.cpp, d_a_e_rdy.cpp
- ANM_DIEA_UP : d_a_e_rdy.cpp
- ANM_DIEB : d_a_e_pm.cpp, d_a_e_rdy.cpp
- ANM_DIEB_UP : d_a_e_rdy.cpp
- ANM_DOWN : d_a_do.h, d_a_e_po.h
- ANM_DOWN_DAMAGE : d_a_e_dt.cpp, d_a_e_po.h
- ANM_DOWN_DAMAGE_2 : d_a_e_dt.cpp
- ANM_DOWN_DEAD : d_a_e_po.h
- ANM_DOWN_RETURN : d_a_e_dt.cpp
- ANM_DOWN_RETURN_2 : d_a_e_dt.cpp
- ANM_DOWN_WAIT : d_a_e_dt.cpp, d_a_e_po.h
- ANM_DOWN_WT : d_a_do.h
- ANM_DRAWBACK : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_DROWNED_A : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_DROWNED_B : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_DROWNEDA : d_a_e_rdy.cpp
- ANM_DROWNEDB : d_a_e_rdy.cpp
- ANM_END : d_a_e_pm.cpp
- ANM_F_BOKIN : d_a_npc_gro.cpp
- ANM_F_BOW : d_a_npc_gro.cpp
- ANM_F_CALL : d_a_npc_gro.cpp
- ANM_F_CALL_B : d_a_npc_gro.cpp
- ANM_F_CHEERFUL : d_a_npc_grc.cpp
- ANM_F_CHEERFUL_T : d_a_npc_grc.cpp
- ANM_F_CONSIDER : d_a_npc_bouS.cpp
- ANM_F_CONSIDERING : d_a_npc_bouS.cpp
- ANM_F_HAPPY : d_a_npc_ins.cpp
- ANM_F_KEEE : d_a_npc_grr.cpp
- ANM_F_KEEETALK : d_a_npc_grr.cpp
- ANM_F_LAUGH : d_a_npc_grr.cpp, d_a_npc_grz.cpp
- ANM_F_MAD : d_a_npc_ins.cpp
- ANM_F_MUKIDASHI : d_a_npc_grz.cpp
- ANM_F_PUNCH : d_a_npc_grz.cpp
- ANM_F_PUNCHING : d_a_npc_grz.cpp
- ANM_F_RECOVER : d_a_npc_grz.cpp
- ANM_F_SAD_TALK : d_a_npc_grc.cpp
- ANM_F_SNIFF : d_a_npc_grz.cpp, d_a_npc_ins.cpp
- ANM_F_SURPRISED : d_a_npc_ins.cpp
- ANM_F_SWING : d_a_npc_gro.cpp, d_a_npc_grr.cpp
- ANM_F_TALK_A : d_a_npc_bouS.cpp, d_a_npc_grc.cpp, d_a_npc_gro.cpp, d_a_npc_grr.cpp, d_a_npc_grz.cpp, d_a_npc_ins.cpp, d_a_npc_tkc.cpp, d_a_npc_tks.cpp
- ANM_F_TALK_A_2 : d_a_npc_bouS.cpp
- ANM_F_TALK_B : d_a_npc_bouS.cpp, d_a_npc_gro.cpp
- ANM_F_WAIT_A : d_a_npc_grc.cpp, d_a_npc_gro.cpp
- ANM_F_WALK_A : d_a_npc_gro.cpp
- ANM_F_WEAK_TALK : d_a_npc_grz.cpp
- ANM_F_WEAK_TURN : d_a_npc_grz.cpp
- ANM_F_WEAK_WAIT : d_a_npc_grz.cpp
- ANM_FALL : d_a_npc_tks.cpp, d_a_b_go.h
- ANM_FEAR_TALK : d_a_npc_soldierA.cpp, d_a_npc_soldierB.cpp
- ANM_FEAR_WAIT : d_a_npc_soldierA.cpp, d_a_npc_soldierB.cpp
- ANM_FEATHER_GETUP : d_a_npc_fairy.cpp
- ANM_FEATHER_NON : d_a_npc_fairy.cpp
- ANM_FEATHER_SITWAIT : d_a_npc_fairy.cpp
- ANM_FEATHER_SYUTU : d_a_npc_fairy.cpp
- ANM_FEATHER_WAIT : d_a_npc_fairy.cpp
- ANM_FEATHER_WALK : d_a_npc_fairy.cpp
- ANM_FH_BOKIN : d_a_npc_gro.cpp
- ANM_FH_BOW : d_a_npc_gro.cpp
- ANM_FH_CALL_WAIT : d_a_npc_gro.cpp
- ANM_FH_CLOSEEYE : d_a_npc_grc.cpp
- ANM_FH_HAPPY : d_a_npc_ins.cpp
- ANM_FH_KEEE : d_a_npc_grr.cpp
- ANM_FH_LAUGH : d_a_npc_grr.cpp, d_a_npc_grz.cpp
- ANM_FH_MAD : d_a_npc_ins.cpp
- ANM_FH_SAD_TALK : d_a_npc_grc.cpp
- ANM_FH_SNIFF : d_a_npc_ins.cpp
- ANM_FH_SURPRISED : d_a_npc_ins.cpp
- ANM_FH_TALK_A : d_a_npc_grz.cpp
- ANM_FH_TALK_B : d_a_npc_bouS.cpp
- ANM_FIND : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_FIRE_CATCH : d_a_e_po.h
- ANM_FLY : d_a_npc_tkc.cpp, d_a_npc_tks.cpp, d_a_bd.h
- ANM_FOGBLOW : d_a_e_pm.cpp
- ANM_FOGBLOW_EN : d_a_e_pm.cpp
- ANM_FOGBLOW_LP : d_a_e_pm.cpp
- ANM_FOGBLOW_ST : d_a_e_pm.cpp
- ANM_FURA2 : d_a_e_rdy.cpp
- ANM_GET_UP : d_a_npc_grc.cpp
- ANM_GETUP : d_a_npc_grz.cpp
- ANM_GETUP_2 : d_a_npc_grz.cpp
- ANM_GLAD : d_a_e_pm.cpp
- ANM_GO : d_a_npc_fairy.cpp
- ANM_GOSIGN : d_a_e_rdy.cpp
- ANM_GOWAIT : d_a_npc_fairy.cpp
- ANM_GRUMPY : d_a_npc_grc.cpp
- ANM_GRUMPY_T : d_a_npc_grc.cpp
- ANM_GUARD : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_HANGED : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_po.h
- ANM_HANGED_BRUSH : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_po.h
- ANM_HANGED_DAMAGE : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_po.h
- ANM_HANGED_WAIT : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_po.h
- ANM_HI : d_a_npc_ins.cpp
- ANM_HIDE : d_a_e_pm.cpp, d_a_npc_tks.cpp
- ANM_HOPPE : d_a_npc_fairy.cpp
- ANM_HOPPE_WAIT : d_a_npc_fairy.cpp
- ANM_HOWLB : d_a_npc_gwolf.cpp
- ANM_HOWLC : d_a_npc_gwolf.cpp
- ANM_IN : d_a_npc_tks.cpp
- ANM_JOYFUL : d_a_do.h
- ANM_JUMP_A : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_rdy.cpp
- ANM_JUMP_B : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_rdy.cpp
- ANM_JUMP_C : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_rdy.cpp
- ANM_JUMP_E : d_a_npc_tks.cpp
- ANM_JUMP_END : d_a_e_dt.cpp
- ANM_JUMP_S : d_a_npc_tks.cpp
- ANM_JUMP_START : d_a_e_dt.cpp
- ANM_JUMP_TOP : d_a_e_dt.cpp
- ANM_JUMPA : d_a_npc_gwolf.cpp
- ANM_JUMPAST : d_a_npc_gwolf.cpp
- ANM_K_LOOKING : d_a_npc_ins.cpp
- ANM_K_SEARCHING_A : d_a_npc_ins.cpp
- ANM_K_SEARCHING_B : d_a_npc_ins.cpp
- ANM_K_STEP : d_a_npc_ins.cpp
- ANM_K_WAIT : d_a_npc_ins.cpp
- ANM_K_WALK : d_a_npc_ins.cpp
- ANM_KAKKU : d_a_bd.h
- ANM_KAKKU1 : d_a_bd.h
- ANM_KAMAE : d_a_e_rdy.cpp, d_a_npc_chat.cpp
- ANM_KAMAE_C : d_a_npc_chat.cpp
- ANM_KAMAE_STEP : d_a_npc_chat.cpp
- ANM_KAMAE_WAIT_B : d_a_npc_chat.cpp
- ANM_KICK : d_a_e_rdy.cpp
- ANM_KYORO2 : d_a_e_pm.cpp, d_a_e_rdy.cpp
- ANM_KYORO_2 : d_a_e_dt.cpp
- ANM_LAND : d_a_npc_tks.cpp
- ANM_LAUGH : d_a_npc_grr.cpp, d_a_npc_grz.cpp
- ANM_LIEDOWN : d_a_npc_grz.cpp
- ANM_LIEDOWN_2 : d_a_npc_grz.cpp
- ANM_LOOK_A : d_a_npc_chat.cpp
- ANM_LOOK_B : d_a_npc_chat.cpp
- ANM_LOOK_M : d_a_e_wb.h
- ANM_LOOKAROUND_A : d_a_npc_tks.cpp
- ANM_LOOKAROUND_B : d_a_npc_tks.cpp
- ANM_LOOKBACK : d_a_e_rdy.cpp, d_a_npc_bouS.cpp
- ANM_MARO_DANCE : d_a_npc_chat.cpp
- ANM_MICH_IYAN_WAIT : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_MICH_KYA_TALK : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_MICH_OUEN_WAIT_A : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_MICH_OUEN_WAIT_B : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_MOVE : d_a_e_fs.cpp, d_a_e_pm.cpp
- ANM_NO_DAMAGE : d_a_e_wb.h
- ANM_NONE : d_a_npc_bouS.cpp, d_a_npc_grc.cpp, d_a_npc_gro.cpp, d_a_npc_grr.cpp, d_a_npc_grs.cpp, d_a_npc_grz.cpp, d_a_npc_ins.cpp, d_a_npc_soldierA.cpp, d_a_npc_soldierB.cpp, d_a_npc_tkc.cpp, d_a_npc_tks.cpp
- ANM_OP : d_a_e_pm.cpp
- ANM_OP_DEMO : d_a_e_dt.cpp
- ANM_OP_DEMO_FALL : d_a_e_dt.cpp
- ANM_OP_DEMO_SWING : d_a_e_dt.cpp
- ANM_OP_DEMO_WAIT : d_a_e_dt.cpp
- ANM_ORDER : d_a_npc_bouS.cpp
- ANM_PICKUP : d_a_e_rdy.cpp
- ANM_PITA_DOWN : d_a_bd.h
- ANM_PITA_LEFTUP : d_a_bd.h
- ANM_PITA_RIGHT : d_a_bd.h
- ANM_PLAYM : d_a_npc_chat.cpp
- ANM_POSSESS : d_a_e_po.h
- ANM_PUNCH : d_a_npc_grz.cpp
- ANM_PUNCHING : d_a_npc_grz.cpp
- ANM_PYON : d_a_bd.h
- ANM_RATTACK01 : d_a_e_rdy.cpp
- ANM_RATTACK01_WAIT : d_a_e_rdy.cpp
- ANM_RATTACK02 : d_a_e_rdy.cpp
- ANM_RATTACK02_WAIT : d_a_e_rdy.cpp
- ANM_RATTACK03 : d_a_e_rdy.cpp
- ANM_RATTACK04 : d_a_e_rdy.cpp
- ANM_RDAMAGE : d_a_e_rdy.cpp
- ANM_RDAMAGE_BACK : d_a_e_rdy.cpp
- ANM_RECOVER : d_a_npc_grz.cpp
- ANM_RETURN_01 : d_a_e_wb.h
- ANM_RETURN_02 : d_a_e_wb.h
- ANM_REVIVE_DEMO : d_a_crod.cpp
- ANM_RFLY : d_a_e_rdy.cpp
- ANM_RFLY_GLIDE : d_a_e_rdy.cpp
- ANM_RHANGED : d_a_e_rdy.cpp
- ANM_RHANGED_BRASH : d_a_e_rdy.cpp
- ANM_RHANGED_BRASH2 : d_a_e_rdy.cpp
- ANM_RHANGED_DAMAGE : d_a_e_rdy.cpp
- ANM_RHANGED_WAIT : d_a_e_rdy.cpp
- ANM_RHOVERING : d_a_e_rdy.cpp
- ANM_RJUMP_C : d_a_e_rdy.cpp
- ANM_ROTATE : d_a_npc_grz.cpp
- ANM_RRUN : d_a_e_rdy.cpp
- ANM_RRUN02_BACK : d_a_e_rdy.cpp
- ANM_RRUN_BACK : d_a_e_rdy.cpp
- ANM_RSHOOT : d_a_e_rdy.cpp
- ANM_RSHOOT_READY : d_a_e_rdy.cpp
- ANM_RSHOOT_WAIT : d_a_e_rdy.cpp
- ANM_RSHOOT_WAIT02 : d_a_e_rdy.cpp
- ANM_RSTEP_BACK : d_a_e_rdy.cpp
- ANM_RSTEP_L : d_a_e_rdy.cpp
- ANM_RSTEP_LBACK : d_a_e_rdy.cpp
- ANM_RSTEP_R : d_a_e_rdy.cpp
- ANM_RSTEP_RBACK : d_a_e_rdy.cpp
- ANM_RUN : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_pm.cpp, d_a_e_rdy.cpp, d_a_npc_tks.cpp, d_a_do.h
- ANM_RUN02 : d_a_e_rdy.cpp
- ANM_RUN_A : d_a_npc_chat.cpp
- ANM_RUN_AFTER : d_a_e_po.h
- ANM_RUN_AFTER2 : d_a_e_po.h
- ANM_RUN_B : d_a_npc_chat.cpp
- ANM_RUN_KAGO : d_a_npc_chat.cpp
- ANM_RUN_KAMAE : d_a_npc_chat.cpp
- ANM_RUN_STICK : d_a_npc_chat.cpp
- ANM_RUN_TUBO : d_a_npc_chat.cpp
- ANM_RUNAWAY : d_a_e_wb.h
- ANM_RWAIT : d_a_e_rdy.cpp
- ANM_RWAIT_BACK : d_a_e_rdy.cpp
- ANM_RWALK : d_a_e_rdy.cpp
- ANM_RWALK_BACK : d_a_e_rdy.cpp
- ANM_SAD_TALK : d_a_npc_grc.cpp
- ANM_SAD_WAIT : d_a_npc_grc.cpp
- ANM_SHAKE : d_a_npc_tks.cpp
- ANM_SHOOT : d_a_e_rdy.cpp
- ANM_SHOOT_READY : d_a_e_rdy.cpp
- ANM_SHOOT_WAIT : d_a_e_rdy.cpp
- ANM_SHOUT : d_a_e_rdy.cpp
- ANM_SHOW_UP : d_a_npc_tks.cpp
- ANM_SHOW_UP_WAIT : d_a_npc_tks.cpp
- ANM_SIGN : d_a_e_rdy.cpp
- ANM_SING : d_a_npc_chat.cpp, d_a_npc_doorboy.cpp
- ANM_SIT : d_a_do.h
- ANM_SIT_A : d_a_npc_fairy.cpp, d_a_npc_grc.cpp
- ANM_SIT_B : d_a_npc_fairy.cpp
- ANM_SIT_GO : d_a_npc_fairy.cpp
- ANM_SIT_GOWAIT : d_a_npc_fairy.cpp
- ANM_SIT_TO_WOLF_A : d_a_npc_chat.cpp, d_a_npc_doorboy.cpp
- ANM_SIT_TO_WOLF_B : d_a_npc_chat.cpp
- ANM_SIT_WAIT : d_a_do.h
- ANM_SITTALK : d_a_npc_fairy.cpp
- ANM_SITTALK_A : d_a_npc_chat.cpp
- ANM_SITTALK_A_B : d_a_npc_chat.cpp
- ANM_SITTALK_B : d_a_npc_chat.cpp
- ANM_SITTALK_B_B : d_a_npc_chat.cpp
- ANM_SITWAIT_A : d_a_npc_chat.cpp
- ANM_SITWAIT_B : d_a_npc_chat.cpp
- ANM_SLEEP_LOOKAROUND : d_a_e_rdy.cpp
- ANM_SLEEP_STANDUP : d_a_e_rdy.cpp
- ANM_SLEEP_WAIT : d_a_e_rdy.cpp
- ANM_SMALL_DAMAGE : d_a_e_dt.cpp
- ANM_SNIFF : d_a_npc_grz.cpp, d_a_npc_ins.cpp
- ANM_STANDUP : d_a_npc_fairy.cpp
- ANM_START_L : d_a_b_go.h
- ANM_START_R : d_a_b_go.h
- ANM_STEP : d_a_e_dt.cpp, d_a_npc_bouS.cpp, d_a_npc_grc.cpp, d_a_npc_gro.cpp, d_a_npc_grr.cpp, d_a_npc_grz.cpp, d_a_npc_ins.cpp, d_a_b_go.h, d_a_do.h
- ANM_STEP_2 : d_a_do.h
- ANM_SURPRISE : d_a_npc_chat.cpp
- ANM_SURPRISED : d_a_npc_ins.cpp
- ANM_SURPRISED_WAIT : d_a_npc_ins.cpp
- ANM_SWAY_BACK : d_a_e_po.h
- ANM_SWIM : d_a_e_ot.cpp, d_a_npc_tks.cpp, d_a_do.h
- ANM_SWING : d_a_e_dt.cpp, d_a_npc_gro.cpp, d_a_npc_grr.cpp
- ANM_TALK_A : d_a_npc_chat.cpp, d_a_npc_doorboy.cpp, d_a_npc_grc.cpp, d_a_npc_gro.cpp, d_a_npc_grr.cpp, d_a_npc_grz.cpp, d_a_npc_ins.cpp, d_a_npc_soldierA.cpp, d_a_npc_soldierB.cpp
- ANM_TALK_A_WAIT : d_a_npc_ins.cpp
- ANM_TALK_B : d_a_npc_bouS.cpp, d_a_npc_chat.cpp, d_a_npc_doorboy.cpp, d_a_npc_grc.cpp, d_a_npc_gro.cpp, d_a_npc_grr.cpp, d_a_npc_soldierA.cpp, d_a_npc_soldierB.cpp
- ANM_TALK_B_KAGO : d_a_npc_chat.cpp
- ANM_TALK_B_STICK : d_a_npc_chat.cpp
- ANM_TALK_B_TUBO : d_a_npc_chat.cpp
- ANM_TALK_B_WALL : d_a_npc_chat.cpp
- ANM_TALK_C : d_a_npc_bouS.cpp, d_a_npc_chat.cpp, d_a_npc_doorboy.cpp
- ANM_TALK_KAGO : d_a_npc_chat.cpp
- ANM_TALK_STICK : d_a_npc_chat.cpp
- ANM_TALK_TUBO : d_a_npc_chat.cpp
- ANM_TALK_WALL : d_a_npc_chat.cpp
- ANM_TEST_MOTION : d_a_e_wb.h
- ANM_THINKING_A : d_a_npc_bouS.cpp
- ANM_THINKING_B : d_a_npc_bouS.cpp
- ANM_TK2_APPEAR : d_a_e_tk2.cpp
- ANM_TK2_ATTACK : d_a_e_tk2.cpp
- ANM_TK2_DAMAGE : d_a_e_tk2.cpp
- ANM_TK2_HIDE : d_a_e_tk2.cpp
- ANM_TK2_KYORO2 : d_a_e_tk2.cpp
- ANM_TK2_SWIM : d_a_e_tk2.cpp
- ANM_TK2_WAIT01 : d_a_e_tk2.cpp
- ANM_TK_APPEAR : d_a_e_tk.cpp
- ANM_TK_ATTACK : d_a_e_tk.cpp
- ANM_TK_DAMAGE : d_a_e_tk.cpp
- ANM_TK_HIDE : d_a_e_tk.cpp
- ANM_TK_KYORO2 : d_a_e_tk.cpp
- ANM_TK_SWIM : d_a_e_tk.cpp
- ANM_TK_WAIT01 : d_a_e_tk.cpp
- ANM_TO_AGURA : d_a_npc_grr.cpp
- ANM_TO_CARRY_B : d_a_do.h
- ANM_TO_STONE_NORMAL : d_a_npc_grz.cpp
- ANM_TO_WOLF : d_a_npc_chat.cpp
- ANM_TODOME : d_a_e_wb.h
- ANM_TOSIT_A : d_a_npc_grc.cpp
- ANM_TRAP : d_a_b_go.h
- ANM_TUBO_HIDE : d_a_npc_tks.cpp
- ANM_TUBO_IN : d_a_npc_tks.cpp
- ANM_TUBO_SHAKE : d_a_npc_tks.cpp
- ANM_TUBO_SHOW_UP : d_a_npc_tks.cpp
- ANM_UNADUKI : d_a_npc_bouS.cpp
- ANM_UNAZUKI : d_a_npc_grz.cpp
- ANM_UNK_0 : d_a_npc_grd.cpp
- ANM_UNK_1 : d_a_npc_grd.cpp, d_a_npc_grs.cpp
- ANM_UNK_10 : d_a_npc_grd.cpp
- ANM_UNK_11 : d_a_npc_grd.cpp
- ANM_UNK_18 : d_a_npc_grz.cpp
- ANM_UNK_2 : d_a_npc_grd.cpp, d_a_npc_grs.cpp
- ANM_UNK_3 : d_a_npc_grd.cpp, d_a_npc_grs.cpp
- ANM_UNK_4 : d_a_npc_grd.cpp, d_a_npc_grs.cpp
- ANM_UNK_5 : d_a_npc_grd.cpp, d_a_npc_grs.cpp
- ANM_UNK_6 : d_a_npc_grd.cpp, d_a_npc_grs.cpp
- ANM_UNK_7 : d_a_npc_grd.cpp, d_a_npc_grs.cpp
- ANM_UNK_8 : d_a_npc_grd.cpp
- ANM_UNK_9 : d_a_npc_grd.cpp
- ANM_W_2LADYTALK_A : d_a_npc_kasi_mich.cpp
- ANM_W_2LADYTALK_B : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp
- ANM_W_2NORMALTALK_A : d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_2NORMALTALK_B : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_CELLME : d_a_npc_kasi_kyu.cpp
- ANM_W_LOOK_B : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_RUN_A : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_SURPRISE : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_TALK_A : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_TALK_B : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_TALK_B_2 : d_a_npc_kasi_kyu.cpp
- ANM_W_TO_WOLF : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_WAIT_A : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_WAIT_A_2 : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_W_WALK_A : d_a_npc_kasi_hana.cpp, d_a_npc_kasi_kyu.cpp, d_a_npc_kasi_mich.cpp
- ANM_WAIT : d_a_npc_fairy.cpp, d_a_npc_soldierA.cpp, d_a_npc_soldierB.cpp, d_a_do.h, d_a_e_po.h
- ANM_WAIT01 : d_a_e_fs.cpp, d_a_e_pm.cpp, d_a_e_rdy.cpp
- ANM_WAIT02 : d_a_e_pm.cpp, d_a_e_po.h
- ANM_WAIT_01 : d_a_e_dn.cpp, d_a_e_dt.cpp, d_a_e_mf.cpp, d_a_e_wb.h
- ANM_WAIT_02 : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_b_go.h
- ANM_WAIT_03 : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_b_go.h
- ANM_WAIT_04 : d_a_e_dn.cpp, d_a_e_mf.cpp
- ANM_WAIT_A : d_a_crod.cpp, d_a_npc_bouS.cpp, d_a_npc_chat.cpp, d_a_npc_doorboy.cpp, d_a_npc_grc.cpp, d_a_npc_gro.cpp, d_a_npc_grr.cpp, d_a_npc_grz.cpp, d_a_npc_ins.cpp, d_a_npc_soldierA.cpp, d_a_npc_soldierB.cpp, d_a_npc_tks.cpp
- ANM_WAIT_A_2 : d_a_npc_bouS.cpp
- ANM_WAIT_A_T : d_a_crod.cpp
- ANM_WAIT_A_T_START : d_a_crod.cpp
- ANM_WAIT_B : d_a_crod.cpp, d_a_npc_chat.cpp, d_a_npc_grr.cpp, d_a_npc_grz.cpp
- ANM_WAIT_C : d_a_crod.cpp
- ANM_WAIT_KAGO : d_a_npc_chat.cpp
- ANM_WAIT_STICK : d_a_npc_chat.cpp
- ANM_WAIT_TUBO : d_a_npc_chat.cpp
- ANM_WAIT_WALL : d_a_npc_chat.cpp
- ANM_WAITSIT : d_a_npc_gwolf.cpp
- ANM_WALK : d_a_e_dn.cpp, d_a_e_mf.cpp, d_a_e_pm.cpp, d_a_e_rdy.cpp, d_a_npc_bouS.cpp, d_a_npc_fairy.cpp, d_a_b_go.h, d_a_do.h
- ANM_WALK_01 : d_a_e_dt.cpp
- ANM_WALK_02 : d_a_e_dt.cpp
- ANM_WALK_A : d_a_npc_chat.cpp, d_a_npc_gro.cpp, d_a_npc_grz.cpp, d_a_npc_tks.cpp
- ANM_WALK_B : d_a_npc_chat.cpp
- ANM_WALK_KAGO : d_a_npc_chat.cpp
- ANM_WALK_STICK : d_a_npc_chat.cpp
- ANM_WALK_TUBO : d_a_npc_chat.cpp
- ANM_WEAK_STEP : d_a_npc_grz.cpp
- ANM_WEAK_TURN : d_a_npc_grz.cpp
- ANM_WEAK_WAIT : d_a_npc_grz.cpp
- ANM_WORRY_WAIT : d_a_npc_bouS.cpp
- AREA_CHECK_COACH : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp
- AREA_CHECK_HORSE : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp
- AREA_CHECK_PLAYER : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp
- ARROW_MAX : d_save.h
- ARROW_TYPE_BOMB : d_a_e_arrow.h
- ARROW_TYPE_FIRE : d_a_e_arrow.h
- ARROW_TYPE_NORMAL : d_a_e_arrow.h
- ARU : d_a_npc_aru.cpp
- ARU1 : d_a_npc_aru.cpp
- AT_TYPE_0 : c_cc_d.h
- AT_TYPE_1 : c_cc_d.h
- AT_TYPE_100 : c_cc_d.h
- AT_TYPE_1000 : c_cc_d.h
- AT_TYPE_1000000 : c_cc_d.h
- AT_TYPE_10000000 : c_cc_d.h
- AT_TYPE_20000 : c_cc_d.h
- AT_TYPE_2000000 : c_cc_d.h
- AT_TYPE_20000000 : c_cc_d.h
- AT_TYPE_40 : c_cc_d.h
- AT_TYPE_40000 : c_cc_d.h
- AT_TYPE_800 : c_cc_d.h
- AT_TYPE_8000 : c_cc_d.h
- AT_TYPE_ARROW : c_cc_d.h
- AT_TYPE_BOMB : c_cc_d.h
- AT_TYPE_BOOMERANG : c_cc_d.h
- AT_TYPE_COPY_ROD : c_cc_d.h
- AT_TYPE_CSTATUE_BOSS_SWING : c_cc_d.h
- AT_TYPE_CSTATUE_SWING : c_cc_d.h
- AT_TYPE_HEAVY_BOOTS : c_cc_d.h
- AT_TYPE_HOOKSHOT : c_cc_d.h
- AT_TYPE_HORSE : c_cc_d.h
- AT_TYPE_IRON_BALL : c_cc_d.h
- AT_TYPE_LANTERN_SWING : c_cc_d.h
- AT_TYPE_MASTER_SWORD : c_cc_d.h
- AT_TYPE_MIDNA_LOCK : c_cc_d.h
- AT_TYPE_NORMAL_SWORD : c_cc_d.h
- AT_TYPE_SHIELD_ATTACK : c_cc_d.h
- AT_TYPE_SLINGSHOT : c_cc_d.h
- AT_TYPE_SPINNER : c_cc_d.h
- AT_TYPE_THROW_OBJ : c_cc_d.h
- AT_TYPE_UNK : c_cc_d.h
- AT_TYPE_WOLF_ATTACK : c_cc_d.h
- AT_TYPE_WOLF_CUT_TURN : c_cc_d.h
- atexit_funcs_access : critical_regions.h
- ATTACK_0_PHASE_END : d_a_e_sf.cpp
- ATTACK_BITE_DAMAGE_e : d_a_e_gi.cpp
- ATTACK_MODE_2 : d_a_e_yg.cpp
- ATTACK_MODE_23 : d_a_e_yg.cpp
- ATTACK_MODE_END : d_a_e_yg.cpp
- ATTACK_MODE_JUMP_END : d_a_e_yg.cpp
- ATTACK_MODE_JUMPING : d_a_e_yg.cpp
- ATTACK_MODE_RUN : d_a_e_yg.cpp
- ATTACK_PHASE_END : d_a_e_sf.cpp
- AUDIOMSG_DMA : JASAudioThread.h
- AUDIOMSG_DSP : JASAudioThread.h
- AUDIOMSG_STOP : JASAudioThread.h
- AWAY_MODE_EXECUTE : d_a_npc_du.cpp
- AXART_TYPE_3D : axart.h
- AXART_TYPE_AUX_A_VOLUME : axart.h
- AXART_TYPE_AUX_A_VOLUME_ENV : axart.h
- AXART_TYPE_AUX_A_VOLUME_MOD : axart.h
- AXART_TYPE_AUX_B_VOLUME : axart.h
- AXART_TYPE_AUX_B_VOLUME_ENV : axart.h
- AXART_TYPE_AUX_B_VOLUME_MOD : axart.h
- AXART_TYPE_ITD : axart.h
- AXART_TYPE_LPF : axart.h
- AXART_TYPE_NONE : axart.h
- AXART_TYPE_NUM : axart.h
- AXART_TYPE_PANNING : axart.h
- AXART_TYPE_PITCH : axart.h
- AXART_TYPE_PITCH_ENV : axart.h
- AXART_TYPE_PITCH_MOD : axart.h
- AXART_TYPE_SRC : axart.h
- AXART_TYPE_VOLUME : axart.h
- AXART_TYPE_VOLUME_ENV : axart.h
- AXART_TYPE_VOLUME_MOD : axart.h