Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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camera_names Namespace Reference

Variables

const char * engine_name []
 
const char * mode_name []
 
const char * param_name []
 
const char * flag_name []
 

Variable Documentation

◆ engine_name

const char* camera_names::engine_name[]
Initial value:
= {
"LET", "CHASE", "LOCKON", "TALK",
"SUBJECT", "FIXEDPOS", "FIXEDFRM", "TOWER",
"RIDE", "MANUAL", "EVENT", "HOOKSHOT",
"COLOSSEUM", "OBSERVE", "MAGNE", "RAIL",
"PARARAIL", "ONESIDE", "TEST1", "TEST2",
}

◆ flag_name

const char* camera_names::flag_name[]
Initial value:
= {
"BGCHECK", "BGCHKLIGHT", "BGCHECKOFF", "BUSHCHECK",
"COCHKOFF", "FWDCHECKH", "ROLLOFF", "HIGHOFF",
"DIRECTSTK", "USEMAPTOOL", "RZOOM", "WIDEUSE1",
"WIDEUSE2", "TARGETUSE", "FWDCHECK",
}

◆ mode_name

const char* camera_names::mode_name[]
Initial value:
= {
"NORMAL", "PARALLEL", "LOCKON", "TALK",
"SUBJECT", "ATTACK", "ATTACK2", "SHOOT",
"OBJSHOOT", "HOOKSHOT", "PUSHPULL",
}

◆ param_name

const char* camera_names::param_name[]
Initial value:
= {
"GAPX", "GAPZ", "HBAS", "HMIN", "HMAX", "CDST", "CANG", "RBAS",
"RMIN", "RMAX", "RNAR", "RFAR", "VBAS", "VMIN", "VMAX", "VNAR",
"VFAR", "FBAS", "FMIN", "FMAX", "FNAR", "FFAR", "UTRN", "UNAR",
"UFAR", "HNAR", "HFAR", "USLW",
}