#include "Z2AudioLib/Z2SceneMgr/Z2SceneMgr.h" #include "Z2AudioLib/Z2SeMgr/Z2SeMgr.h" #include "Z2AudioLib/Z2StatusMgr/Z2StatusMgr.h" #include "d/d_com/d_com_inf_game/d_com_inf_game.h" // Missing 2 instructions (beginning and end) #ifdef NONMATCHING Z2SceneMgr::Z2SceneMgr(void) { lbl_80450B80 = this; this->sceneNum = -1; this->timer = -1; this->BGM_ID = -1; this->roomNum = -1; this->SeWave_1 = 0; this->SeWaveToErase_1 = 0; this->SeWave_2 = 0; this->SeWaveToErase_2 = 0; this->BgmWave_1 = 0; this->BgmWaveToErase_1 = 0; this->BgmWave_2 = 0; this->BgmWaveToErase_2 = 0; this->SeWave_3 = 0; this->SeWaveToErase_3 = 0; this->field_0x18 = 0; this->field_0x19 = 0; this->field_0x1a = 0; this->field_0x1b = 0; this->sceneExist = 0; this->inGame = 0; this->inDarkness = false; this->field_0x17 = 0; return; } #else asm Z2SceneMgr::Z2SceneMgr(void) { nofralloc #include "Z2AudioLib/Z2SceneMgr/asm/func_802B6840.s" } #endif void Z2SceneMgr::setInDarkness(bool param_1) { this->inDarkness = param_1; if (param_1 == false) { lbl_80450B60->resetFilterAll(); } return; } extern float lbl_80455A38; extern float lbl_80455A3C; #ifdef NONMATCHING void Z2SceneMgr::setSceneExist(bool param_1) { Z2SoundMgr* Z2soundMgrPtr; this->sceneExist = param_1; this->timer = 0; Z2soundMgrPtr = lbl_80450B60; if (param_1 == false) { Z2soundMgrPtr->JAISoundParamsMove->moveVolume(lbl_80455A38, 0xb4); } else { this->inGame = 1; if (this->SeWave_3 == 0x85) { Z2soundMgrPtr->JAISoundParamsMove->moveVolume(lbl_80455A38, 0); } else { if (this->SeWave_3 == 0x7f) { lbl_80450B88->seMoveVolumeAll(lbl_80455A38, 0); } else { Z2soundMgrPtr->JAISoundParamsMove->moveVolume(lbl_80455A3C, 0x21); } } } return; } #else asm void Z2SceneMgr::setSceneExist(bool param_1) { nofralloc #include "Z2AudioLib/Z2SceneMgr/asm/func_802B68E0.s" } #endif extern float lbl_80455A40; extern double lbl_80455A48; asm void Z2SceneMgr::setFadeOutStart(u8 param_1) { nofralloc #include "Z2AudioLib/Z2SceneMgr/asm/func_802B697C.s" } asm void Z2SceneMgr::setFadeInStart(u8 param_1) { nofralloc #include "Z2AudioLib/Z2SceneMgr/asm/func_802B6A18.s" } extern float lbl_80455A50; extern char lbl_8039BFA8[]; // probably wrong extern char* lbl_803CA5C0[]; // array of char* extern void* lbl_803CA878[]; // switch table (array of void*) extern void* lbl_803CA844[]; // switch table (array of void*) extern void* lbl_803CA824[]; // switch table (array of void*) extern void* lbl_803CA7F4[]; // switch table (array of void*) extern void* lbl_803CA7BC[]; // switch table (array of void*) extern void* lbl_803CA784[]; // switch table (array of void*) extern float lbl_80455A54; extern float lbl_80455A58; extern void* lbl_803CA744[]; // switch table (array of void*) extern void* lbl_803CA704[]; // switch table (array of void*) extern float lbl_80455A5C; extern u32 lbl_80450860; extern float lbl_80455A60; extern float lbl_80455A64; extern void* lbl_80450B58; // JAUSoundTable sInstance extern void* lbl_80450B3C; // Z2EnvSeMgr sInstance asm void Z2SceneMgr::setSceneName(char* stageName, long roomNum, long layerNum){nofralloc #include "Z2AudioLib/Z2SceneMgr/asm/func_802B6AF8.s" } JAISoundID::JAISoundID(JAISoundID const& soundIdToSet) { this->soundId = soundIdToSet.soundId; return; } #ifdef NONMATCHING // 1 Instruction off void Z2SeqMgr::setFieldBgmPlay(bool param_1) { this->unk_1 = (param_1 & 1U) << 2 | this->unk_1 & 0xfb; } #else asm void Z2SeqMgr::setFieldBgmPlay(bool param_1) { nofralloc #include "Z2AudioLib/Z2SceneMgr/asm/func_802B9968.s" } #endif