Here is a list of all enum values with links to the files they belong to:
- a -
- A_BUTTON : d_save.h
- ACT_A_SWIM : d_a_do.h
- ACT_ATTACK : d_a_e_fz.h, d_a_b_go.h, d_a_e_yk.h
- ACT_BIBIRI : d_a_e_s1.cpp
- ACT_BOAT : d_a_do.h
- ACT_CARRY : d_a_do.h
- ACT_CHANCE : d_a_e_yk.h
- ACT_CREATE : d_a_e_pm.cpp
- ACT_DAMAGE : d_a_e_pm.cpp, d_a_e_s1.cpp, d_a_e_fz.h
- ACT_DEAD : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp
- ACT_DEATH : d_a_e_pm.cpp
- ACT_DEFAULT : d_a_obj_enemy_create.h
- ACT_DEMO : d_a_e_pm.cpp
- ACT_ESCAPE : d_a_e_pm.cpp
- ACT_EVENT : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp
- ACT_FAIL : d_a_e_s1.cpp
- ACT_FAIL_WAIT : d_a_e_s1.cpp
- ACT_FIGHT : d_a_e_s1.cpp, d_a_e_yk.h
- ACT_FIGHT_FLY : d_a_e_yk.h
- ACT_FIGHT_RUN : d_a_e_s1.cpp
- ACT_FLY : d_a_e_yk.h
- ACT_FOOD : d_a_do.h
- ACT_HANG : d_a_do.h
- ACT_HELP : d_a_do.h
- ACT_INVINCIBLE : d_a_e_s1.cpp
- ACT_LOOP : d_a_obj_enemy_create.h
- ACT_MESSAGE : d_a_do.h
- ACT_MOVE : d_a_e_fz.h
- ACT_NORMAL : d_a_obj_enemy_create.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_RIDE_NOW : d_a_e_wb.h
- ACT_RETURN : d_a_e_yk.h
- ACT_ROLLMOVE : d_a_e_fz.h
- ACT_ROOF : d_a_e_s1.cpp, d_a_e_yk.h
- ACT_RUN : d_a_do.h
- ACT_RUN_WALK : d_a_do.h
- ACT_S_DAMAGE : d_a_e_wb.h
- ACT_SEARCH : d_a_obj_enemy_create.h
- ACT_SHOUT : d_a_e_s1.cpp
- ACT_SIT : d_a_do.h
- ACT_START : d_a_e_pm.cpp
- ACT_STAY : d_a_do.h
- ACT_SWIM : d_a_do.h
- ACT_WAIT : d_a_e_pm.cpp, d_a_e_s1.cpp, d_a_b_go.h, d_a_e_fz.h, 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_rgate.cpp, d_a_obj_kgate.cpp
- ACT_WALK : 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_WIND : d_a_e_yk.h
- ACT_WOLFBITE : d_a_e_s1.cpp, d_a_e_yk.h
- 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_ATTACK : d_a_b_bq.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_AWAY_e : d_a_ni.h
- ACTION_BEAM : d_a_b_gm.cpp
- ACTION_CARRY_e : d_a_ni.h
- ACTION_DAMAGE : d_a_b_bq.cpp, d_a_e_hzelda.cpp, d_a_b_gm.cpp
- ACTION_DAMAGE_e : d_a_ni.h
- ACTION_DEMO0_e : d_a_ni.h
- ACTION_DROP : d_a_b_gm.cpp
- ACTION_DROP_e : d_a_ni.h
- ACTION_END : d_a_b_bq.cpp
- ACTION_FLG_CONTINUATION : d_meter2_draw.h
- ACTION_FLG_DEFAULT : d_meter2_draw.h
- ACTION_FLG_EMPHASIS : d_meter2_draw.h
- ACTION_FLY_e : d_a_ni.h
- ACTION_KOGOMA : d_a_b_gm.cpp
- ACTION_MESSAGE_e : d_a_ni.h
- ACTION_MOVE : d_a_b_gm.cpp
- ACTION_NORMAL_e : d_a_ni.h
- ACTION_PLAY_e : d_a_ni.h
- ACTION_RETURN_e : d_a_ni.h
- ACTION_STAY : d_a_b_bq.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_SWIM_e : d_a_ni.h
- ACTION_WAIT : d_a_b_gm.cpp, d_a_b_bq.cpp, d_a_e_hzelda.cpp
- ACTION_WINDSPIN_e : d_a_ni.h
- AMC_EXI_NO_ERROR : AmcExi2Stubs.h
- AMC_EXI_UNSELECTED : AmcExi2Stubs.h
- ANM_APPEAR : d_a_b_bq.cpp, d_a_e_fs.cpp
- ANM_APPEAR01 : d_a_e_pm.cpp
- ANM_APPEAR02 : d_a_e_pm.cpp
- ANM_ATTACK : d_a_b_bq.cpp, d_a_b_go.h
- ANM_ATTACK01 : d_a_e_fs.cpp
- ANM_ATTACK_A : d_a_b_bq.cpp
- ANM_ATTACK_B : d_a_b_bq.cpp
- ANM_ATTACK_C : d_a_b_bq.cpp
- ANM_BOMB_DAMAGE : d_a_b_bq.cpp
- ANM_BULBUL : d_a_do.h
- ANM_CARRY_B : d_a_do.h
- ANM_CLIFF : d_a_do.h
- ANM_CLIFF_WT : d_a_do.h
- ANM_CORE_DAMAGE : d_a_b_bq.cpp
- ANM_DAMAGE : d_a_e_fs.cpp, d_a_e_pm.cpp
- ANM_DAMAGE_01 : d_a_b_go.h
- ANM_DAMAGE_02 : d_a_b_go.h
- ANM_DAMAGE_WAIT : d_a_b_bq.cpp
- ANM_DEAD : d_a_b_bq.cpp
- ANM_DEAD_01 : d_a_b_go.h
- ANM_DEAD_02 : d_a_b_go.h
- ANM_DEFEND : d_a_do.h
- ANM_DIE : d_a_e_fs.cpp
- ANM_DIEA : d_a_e_pm.cpp
- ANM_DIEB : d_a_e_pm.cpp
- ANM_DOWN : d_a_do.h
- ANM_DOWN_WT : d_a_do.h
- ANM_END : d_a_e_pm.cpp
- ANM_FALL : d_a_b_go.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_GLAD : d_a_e_pm.cpp
- ANM_HIDE : d_a_e_pm.cpp
- ANM_JOYFUL : d_a_do.h
- ANM_KYORO2 : d_a_e_pm.cpp
- ANM_LOOK_M : d_a_b_bq.cpp
- ANM_MOVE : d_a_e_fs.cpp, d_a_e_pm.cpp
- ANM_NO_DAMAGE : d_a_b_bq.cpp
- ANM_OP : d_a_e_pm.cpp
- ANM_RETURN_01 : d_a_b_bq.cpp
- ANM_RETURN_02 : d_a_b_bq.cpp
- ANM_REVIVE_DEMO : d_a_crod.cpp
- ANM_RUN : d_a_e_pm.cpp, d_a_do.h
- ANM_RUNAWAY : d_a_b_bq.cpp
- ANM_SIT : d_a_do.h
- ANM_SIT_WAIT : d_a_do.h
- ANM_START_L : d_a_b_go.h
- ANM_START_R : d_a_b_go.h
- ANM_STEP : d_a_b_go.h, d_a_do.h
- ANM_STEP_2 : d_a_do.h
- ANM_SWIM : d_a_do.h
- ANM_TEST_MOTION : d_a_b_bq.cpp
- ANM_TO_CARRY_B : d_a_do.h
- ANM_TODOME : d_a_b_bq.cpp
- ANM_TRAP : d_a_b_go.h
- ANM_WAIT : d_a_do.h
- ANM_WAIT01 : d_a_e_fs.cpp, d_a_e_pm.cpp
- ANM_WAIT02 : d_a_e_pm.cpp
- ANM_WAIT_01 : d_a_b_bq.cpp
- ANM_WAIT_02 : d_a_b_go.h
- ANM_WAIT_03 : d_a_b_go.h
- ANM_WAIT_A : d_a_crod.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
- ANM_WAIT_C : d_a_crod.cpp
- ANM_WALK : d_a_e_pm.cpp, d_a_b_go.h, d_a_do.h
- ARAM_DIR_ARAM_TO_MRAM : arq.h
- ARAM_DIR_MRAM_TO_ARAM : arq.h
- AREA_CHECK_COACH : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp
- AREA_CHECK_HORSE : d_a_obj_rgate.cpp, d_a_obj_kgate.cpp
- AREA_CHECK_PLAYER : d_a_obj_kgate.cpp, d_a_obj_rgate.cpp
- ARQ_PRIORITY_HIGH : arq.h
- ARQ_PRIORITY_LOW : arq.h
- 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
- 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_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
- AUDIOMSG_DMA : JASAudioThread.h
- AUDIOMSG_DSP : JASAudioThread.h
- AUDIOMSG_STOP : JASAudioThread.h