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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Soldier A (Castle Town?) More...
#include <d_a_npc_soldierA.h>
Public Member Functions | |
daNpc_SoldierA_c () | |
~daNpc_SoldierA_c () | |
void | create () |
void | CreateHeap () |
void | Delete () |
void | Execute () |
void | Draw () |
void | ctrlJoint (J3DJoint *, J3DModel *) |
void | createHeapCallBack (fopAc_ac_c *) |
void | ctrlJointCallBack (J3DJoint *, int) |
void | setParam () |
void | main () |
bool | ctrlBtk () |
void | setAttnPos () |
bool | setMotionAnm (int, f32) |
void | setMotion (int, f32, int) |
bool | drawDbgInfo () |
void | drawOtherMdls () |
void | getTypeFromParam () |
void | isDelete () |
void | reset () |
void | playMotion () |
void | chkAction (int(daNpc_SoldierA_c::*)(void *)) |
void | setAction (int(daNpc_SoldierA_c::*)(void *)) |
void | selectAction () |
void | doNormalAction (int) |
void | doEvent () |
void | setLookMode (int) |
void | lookat () |
void | wait (void *) |
void | talk (void *) |
void | ECut_talkLake (int) |
void | ECut_listenLake (int) |
void | test (void *) |
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fopAc_ac_c () | |
~fopAc_ac_c () | |
fopAc_ac_c () | |
~fopAc_ac_c () | |
fopAc_ac_c () | |
~fopAc_ac_c () | |
fopAc_ac_c () | |
~fopAc_ac_c () | |
Static Public Attributes | |
static void * | mEvtCutNameList [3] |
static u8 | mEvtCutList [36] |
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static u32 | stopStatus |
Private Attributes | |
u8 | field_0x568 [0xe20 - 0x568] |
Soldier A (Castle Town?)
daNpc_SoldierA_c::daNpc_SoldierA_c | ( | ) |
daNpc_SoldierA_c::~daNpc_SoldierA_c | ( | ) |
void daNpc_SoldierA_c::chkAction | ( | int(daNpc_SoldierA_c::* | param_0 )(void *) | ) |
void daNpc_SoldierA_c::create | ( | ) |
void daNpc_SoldierA_c::CreateHeap | ( | ) |
void daNpc_SoldierA_c::createHeapCallBack | ( | fopAc_ac_c * | param_0 | ) |
bool daNpc_SoldierA_c::ctrlBtk | ( | ) |
void daNpc_SoldierA_c::ctrlJointCallBack | ( | J3DJoint * | param_0, |
int | param_1 ) |
void daNpc_SoldierA_c::Delete | ( | ) |
void daNpc_SoldierA_c::doEvent | ( | ) |
void daNpc_SoldierA_c::doNormalAction | ( | int | param_0 | ) |
void daNpc_SoldierA_c::Draw | ( | ) |
bool daNpc_SoldierA_c::drawDbgInfo | ( | ) |
void daNpc_SoldierA_c::drawOtherMdls | ( | ) |
void daNpc_SoldierA_c::ECut_listenLake | ( | int | param_0 | ) |
void daNpc_SoldierA_c::ECut_talkLake | ( | int | param_0 | ) |
void daNpc_SoldierA_c::Execute | ( | ) |
void daNpc_SoldierA_c::getTypeFromParam | ( | ) |
void daNpc_SoldierA_c::isDelete | ( | ) |
void daNpc_SoldierA_c::lookat | ( | ) |
void daNpc_SoldierA_c::main | ( | ) |
void daNpc_SoldierA_c::playMotion | ( | ) |
void daNpc_SoldierA_c::reset | ( | ) |
void daNpc_SoldierA_c::selectAction | ( | ) |
void daNpc_SoldierA_c::setAction | ( | int(daNpc_SoldierA_c::* | param_0 )(void *) | ) |
void daNpc_SoldierA_c::setAttnPos | ( | ) |
void daNpc_SoldierA_c::setLookMode | ( | int | param_0 | ) |
void daNpc_SoldierA_c::setMotion | ( | int | param_0, |
f32 | param_1, | ||
int | param_2 ) |
bool daNpc_SoldierA_c::setMotionAnm | ( | int | param_0, |
f32 | param_1 ) |
void daNpc_SoldierA_c::setParam | ( | ) |
void daNpc_SoldierA_c::talk | ( | void * | param_0 | ) |
void daNpc_SoldierA_c::test | ( | void * | param_0 | ) |
void daNpc_SoldierA_c::wait | ( | void * | param_0 | ) |
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