Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Here is a list of all enum values with links to the files they belong to:
- c -
CAM_TYPE_07 :
d_camera.cpp
CAM_TYPE_ALLAY :
d_camera.cpp
CAM_TYPE_ALLAY_N :
d_camera.cpp
CAM_TYPE_ALLAY_R :
d_camera.cpp
CAM_TYPE_ALLAY_R2 :
d_camera.cpp
CAM_TYPE_ALLAY_R3 :
d_camera.cpp
CAM_TYPE_ALLAY_S :
d_camera.cpp
CAM_TYPE_BOAR :
d_camera.cpp
CAM_TYPE_BOARD :
d_camera.cpp
CAM_TYPE_CANOE :
d_camera.cpp
CAM_TYPE_COCCO_JUMP :
d_camera.cpp
CAM_TYPE_COPY_ROD_HALL :
d_camera.cpp
CAM_TYPE_EVENT :
d_camera.cpp
CAM_TYPE_FIELD_S :
d_camera.cpp
CAM_TYPE_GOAT_BATTLE :
d_camera.cpp
CAM_TYPE_GORON_JUMP :
d_camera.cpp
CAM_TYPE_HOOK_ACTOR :
d_camera.cpp
CAM_TYPE_HOOK_ROOF :
d_camera.cpp
CAM_TYPE_HOOK_WALL :
d_camera.cpp
CAM_TYPE_HORSE_T :
d_camera.cpp
CAM_TYPE_KEEP :
d_camera.cpp
CAM_TYPE_LV4_BOSS_SPJP :
d_camera.cpp
CAM_TYPE_LV7_BOSS :
d_camera.cpp
CAM_TYPE_LV9_GZELDA_TRI :
d_camera.cpp
CAM_TYPE_MAGNE_BOOTS :
d_camera.cpp
CAM_TYPE_MAGNE_ROOF :
d_camera.cpp
CAM_TYPE_MAGNE_WALL :
d_camera.cpp
CAM_TYPE_MIDNA_TAG :
d_camera.cpp
CAM_TYPE_PEEP :
d_camera.cpp
CAM_TYPE_RAMPART_2 :
d_camera.cpp
CAM_TYPE_RODEO :
d_camera.cpp
CAM_TYPE_ROOF_HUNG :
d_camera.cpp
CAM_TYPE_ROTARY :
d_camera.cpp
CAM_TYPE_SCOPE :
d_camera.cpp
CAM_TYPE_SPINNER :
d_camera.cpp
CAM_TYPE_STREET :
d_camera.cpp
CAM_TYPE_STREET_N :
d_camera.cpp
CAM_TYPE_STREET_P :
d_camera.cpp
CAM_TYPE_TEPPEI_HOOK :
d_camera.cpp
CAM_TYPE_WARP_OBJ :
d_camera.cpp
CAM_TYPE_WATER :
d_camera.cpp
CAM_TYPE_WATER_SURF :
d_camera.cpp
CcG_Tg_UNK_MARK_0 :
c_cc_d.h
CcG_Tg_UNK_MARK_1 :
c_cc_d.h
CcG_Tg_UNK_MARK_2 :
c_cc_d.h
CcG_Tg_UNK_MARK_3 :
c_cc_d.h
CcG_Tg_UNK_MARK_6 :
c_cc_d.h
CcG_Tg_UNK_MARK_8 :
c_cc_d.h
CcG_Tg_UNK_MARK_9 :
c_cc_d.h
CD2_ANM_0 :
d_a_npc_cd2.h
CD2_ANM_14 :
d_a_npc_cd2.h
char_argument :
printf.c
CHAR_ORIENTED :
ansi_files.h
check_for_zero :
strtoul.c
CHTSOLA :
d_a_npc_soldierA.cpp
COLLECT_CLOTHING :
d_save.h
COLLECT_HYLIAN_SHIELD :
d_save.h
COLLECT_LIGHT_SWORD :
d_save.h
COLLECT_MASTER_SWORD :
d_save.h
COLLECT_ORDON_SHIELD :
d_save.h
COLLECT_ORDON_SWORD :
d_save.h
COLLECT_SHIELD :
d_save.h
COLLECT_SMELL :
d_save.h
COLLECT_SWORD :
d_save.h
COLLECT_WOODEN_SHIELD :
d_save.h
COLLECT_WOODEN_SWORD :
d_save.h
COLOR_BLACK :
d_a_ni.h
COLOR_BROWN :
d_a_ni.h
COLOR_GOLD :
d_a_ni.h
COLOR_RANDOM :
d_a_ni.h
COLOR_WHITE :
d_a_ni.h
console_status_access :
critical_regions.h
CORE_ACTION_DEATH :
d_a_e_sm.cpp
CORE_ACTION_DEMO :
d_a_e_sm.cpp
CORE_ACTION_FIGHT :
d_a_e_sm.cpp
CORE_ACTION_FREE :
d_a_e_sm.cpp
CORE_ACTION_HOOK :
d_a_e_sm.cpp
CORE_ACTION_NORMAL :
d_a_e_sm.cpp
COVER_CB :
dvd_broadway.c
COVER_REG_CB :
dvd_broadway.c
cPhs_COMPLEATE_e :
c_phase.h
cPhs_ERROR_e :
c_phase.h
cPhs_INIT_e :
c_phase.h
cPhs_LOADING_e :
c_phase.h
cPhs_NEXT_e :
c_phase.h
cPhs_UNK3_e :
c_phase.h
CRASH_PHASE_END :
d_a_e_sf.cpp
CRASH_PHASE_WAIT :
d_a_e_sf.cpp
CRASHWAIT_PHASE_END :
d_a_e_sf.cpp
CStatueAnimBFall :
d_a_cstatue.cpp
CStatueAnimBJump :
d_a_cstatue.cpp
CStatueAnimBWalk :
d_a_cstatue.cpp
CStatueAnimFall :
d_a_cstatue.cpp
CStatueAnimIndex_0 :
d_a_cstatue.cpp
CStatueAnimIndex_1 :
d_a_cstatue.cpp
CStatueAnimIndex_2 :
d_a_cstatue.cpp
CStatueAnimIndex_3 :
d_a_cstatue.cpp
CStatueAnimIndex_4 :
d_a_cstatue.cpp
CStatueAnimIndex_5 :
d_a_cstatue.cpp
CStatueAnimIndex_6 :
d_a_cstatue.cpp
CStatueAnimIndex_N :
d_a_cstatue.cpp
CStatueAnimStart :
d_a_cstatue.cpp
CStatueAnimStart_demo :
d_a_cstatue.cpp
CStatueAnimStop :
d_a_cstatue.cpp
CStatueAnimSwing :
d_a_cstatue.cpp
CStatueAnimSwingre :
d_a_cstatue.cpp
CStatueAnimWalk :
d_a_cstatue.cpp
CStatueBossAnimAttackL :
d_a_cstatue.cpp
CStatueBossAnimAttackR :
d_a_cstatue.cpp
CStatueBossAnimReturnWaitHitL :
d_a_cstatue.cpp
CStatueBossAnimReturnWaitHitR :
d_a_cstatue.cpp
CStatueBossAnimReturnWaitL :
d_a_cstatue.cpp
CStatueBossAnimReturnWaitR :
d_a_cstatue.cpp
CUT_CONVERSATION_ABOUT_SCANNON :
d_a_npc_toby.cpp
CUT_CONVERSATION_ABOUT_ZRA :
d_a_npc_toby.cpp
CUT_NONE :
d_a_npc_toby.cpp
CUT_REPAIR_SCANNON :
d_a_npc_toby.cpp
CUT_SCANNON :
d_a_npc_toby.cpp
CUT_TALKTO_ONESELF :
d_a_npc_toby.cpp
CUT_TOBY_HOUSE_FIRE :
d_a_npc_toby.cpp
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