Files
dusklight/include/Z2AudioLib/Z2SoundObjMgr/Z2SoundObjMgr.h
T
LC 1ef592dd6e Z2AudioLib: Migrate declarations out of functions.h to respective files (#96)
Removes the strong dependency on a single header file and moves
declarations to their respective header file.

This allows for making dependencies explicit in cpp files and other
headers, and also makes it much easier to track where everything related
to a particular component is.

This change also creates a few header files that previously didn't
exist, making it much nicer for people implementing things, as they
won't need to create the header file, it'll just be there ready to go.

Ideally functions.h wouldn't even be a thing, as this header adds a lot
of preprocessing overhead due to its size, and will continue to grow
significantly larger over the lifespan of the project, which can also
impact the performance of editors that do dependency lookups and
context-aware syntax highlighting.
2021-01-25 12:57:46 -05:00

59 lines
1.3 KiB
C++

#ifndef Z2SOUNDOBJMGR_H_
#define Z2SOUNDOBJMGR_H_
#include "JSystem/JSupport/JSUList/JSUList.h"
#include "Z2AudioLib/Z2Creature/Z2Creature.h"
#include "dolphin/types.h"
class Z2SoundObjMgr : protected JSUList<Z2CreatureEnemy> {
public:
Z2SoundObjMgr();
void setBattleInit();
void setForceBattleArea(bool, u16, u16, u16);
void setGhostEnemyState(u8);
void deleteEnemyAll();
bool isTwilightBattle();
bool isForceBattle() { return mForceBattle; }
private:
u8 unk0[2];
u16 field_0xe;
u16 field_0x10;
u16 field_0x12;
u8 field_0x14;
u8 field_0x15;
u8 field_0x16;
u8 field_0x17;
u8 field_0x18;
u8 field_0x19;
bool field_0x1a;
bool mTwilightBattle;
bool mForceBattle;
u8 unk1[3];
};
extern Z2SoundObjMgr* lbl_80450B48; // Z2SoundObjMgr sInstance
extern "C" {
void __ct__13Z2SoundObjMgrFv(void);
void deleteEnemyAll__13Z2SoundObjMgrFv(void);
void isTwilightBattle__13Z2SoundObjMgrFv(void);
void setBattleInit__13Z2SoundObjMgrFv(void);
void setForceBattleArea__13Z2SoundObjMgrFbUsUsUs(void);
void setGhostEnemyState__13Z2SoundObjMgrFUc(void);
void Z2SoundObjMgr_NS_checkBattleFinish(void);
void Z2SoundObjMgr_NS_getEnemyID(void);
void Z2SoundObjMgr_NS_removeEnemy(void);
void Z2SoundObjMgr_NS_searchEnemy(void);
// Static initializer
void func_802C01EC(void);
}
#endif // Z2SOUNDOBJMGR_H_