Files
tp/include/Z2AudioLib/Z2SoundObjMgr/Z2SoundObjMgr.h
T
Erin Moon a072e71c33 Z2AudioLib misc decomp (#75)
* Z2SoundHandles: decomp portions

* start decomping: Z2SpeechMgr2, Z2SoundHandles

* Z2SoundHandles::stopAllSounds(): ok

* Z2SoundHandles::getHandleUserData(): ok

* Z2SoundInfo: header

* Z2SoundObjBase::framework(): ok

* Z2SoundObjBase::Z2SoundObjBase(), Z2SoundObjBase::init(): ok

* Z2SoundObjBase::~Z2SoundObjBase(): ok

* Z2SoundObjBase::stopOK(): ok

* Z2SoundObjBase::stopOK, incomplete Z2SoundObjBase::dispose()

* clang-format

* Z2SoundObjBase::dispose(): ok

* JAISound::operator->(): null assert

* JAIAudience: stub

* Z2SoundObject::{init, deleteObject, isAlive}: ok

* Z2SeMgr: elaborate struct (and decl JAISoundHandles to support this)

* start subclassing Z2SoundObjBase; nonmatching Z2SoundObjSimple::init()

* Z2SeMGr::{incrCrowdSize, decrCrowdSize}: ok

* Z2MultiSeMgr::resetMultiSePos(): ok

* Z2WolfHowlMgr.h: decls

* Z2SoundStarter: move to decls and fix postprocess.py symbol pass

* Z2AudioArcLoader: decls

* Z2SoundObjMgr: ok some fns
- deleteEnemyAll()
- isTwilightBattle()
- setGhostEnemyState()

additionally elaborates parts of the Z2Creature hierarchy

* delete unused .s files and add tool to find them (only runs on linux)

* run clang-format

* postprocess.py: comment out debugging

* add python step to ok-check workflow

* address review comments

* address review comments

Co-authored-by: notyourav <65437533+notyourav@users.noreply.github.com>

Co-authored-by: Pheenoh <pheenoh@gmail.com>
Co-authored-by: notyourav <65437533+notyourav@users.noreply.github.com>
2021-01-21 23:16:51 -05:00

42 lines
860 B
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
#endif // Z2SOUNDOBJMGR_H_