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https://github.com/zeldaret/tp
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Import JASCmdStack, std-vector work, Z2StatusMgr OK (#2029)
* Import JASCmdStack * Work on std-vector * Z2StatusMgr OK
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@@ -80,6 +80,7 @@ public:
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bool isRiding() const { return mRiding; }
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void i_setLinkState(u8 i_state) { mLinkState = i_state; }
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Z2SoundObjSimple& getKantera() { return mKantera; }
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u8 getLinkHp() const { return mLinkHp; }
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static Z2CreatureLink* mLinkPtr;
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@@ -42,4 +42,9 @@ struct Z2Param {
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static f32 ENEMY_LASTHIT_MUTE_VOLUME;
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};
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extern u8 struct_80450860;
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extern u8 struct_80450861;
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extern u8 struct_80450862;
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extern u8 struct_80450863;
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#endif /* Z2PARAM_H */
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@@ -30,6 +30,7 @@ public:
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bool isSceneExist() const { return sceneExist; }
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int getCurrentSceneNum() const { return sceneNum; }
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bool isInGame() const { return inGame; }
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private:
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/* 0x00 */ long BGM_ID;
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@@ -13,8 +13,12 @@ struct TTransition {
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struct Z2SoundFader {
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void move(f32 vol, u32 count) {
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mIntensity = vol;
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mTransition.zero();
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if (count != 0) {
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mTransition.set(vol, mIntensity, count);
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} else {
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mIntensity = vol;
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mTransition.zero();
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}
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}
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/* 0x0 */ float mIntensity;
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@@ -85,6 +89,10 @@ public:
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void i_bgmAllUnMute(u32 count) { mAllBgmMaster.move(1.0f, count); }
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void i_muteSceneBgm(u32 count, f32 vol) {
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field_0x44.move(vol, count);
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}
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void i_unMuteSceneBgm(u32 count) {
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mBgmPause.move(1.0f, 0);
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field_0x44.move(1.0f, count);
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