Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Water Column/Pillar. More...
#include <d_a_obj_waterPillar.h>
Static Public Member Functions | |
static int | createHeapCallBack (fopAc_ac_c *) |
Static Public Member Functions inherited from fopAc_ac_c | |
static void | setStopStatus (u32 status) |
Static Public Attributes | |
static dCcD_SrcGObjInf const | mCcDObjInfo |
static dCcD_SrcGObjInf const | mCcDObjCoInfo |
static dCcD_SrcCps | mCcDCps |
static dCcD_SrcCyl | mCcDCyl = {daWtPillar_c::mCcDObjCoInfo} |
Static Public Attributes inherited from fopAc_ac_c | |
static u32 | stopStatus |
Private Types | |
enum | Action_e { ACTION_SW_WAIT , ACTION_WAIT , ACTION_UP_FIRST , ACTION_UP_FIRST_WAIT , ACTION_UP , ACTION_UP_WAIT , ACTION_DOWN , ACTION_ROCK_WAIT , ACTION_ROCK_ON , ACTION_END } |
enum | Type_e { STATIC , RISES_AND_FALLS } |
Private Member Functions | |
s32 | getEventID () |
s32 | getParam (u8 shift, u8 bit) |
Water Column/Pillar.
Water columns that can carry broken stalactites (see d_a_obj_syrock)
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daWtPillar_c::daWtPillar_c | ( | ) |
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int daWtPillar_c::_delete | ( | ) |
void daWtPillar_c::actionDown | ( | ) |
void daWtPillar_c::actionDownInit | ( | ) |
void daWtPillar_c::actionEnd | ( | ) |
void daWtPillar_c::actionEndInit | ( | ) |
void daWtPillar_c::actionMain | ( | ) |
void daWtPillar_c::actionRockOn | ( | ) |
void daWtPillar_c::actionRockOnInit | ( | ) |
void daWtPillar_c::actionRockWait | ( | ) |
void daWtPillar_c::actionRockWaitInit | ( | ) |
void daWtPillar_c::actionSwWait | ( | ) |
void daWtPillar_c::actionSwWaitInit | ( | ) |
void daWtPillar_c::actionUp | ( | ) |
void daWtPillar_c::actionUpFirst | ( | ) |
void daWtPillar_c::actionUpFirstInit | ( | ) |
void daWtPillar_c::actionUpFirstWait | ( | ) |
void daWtPillar_c::actionUpFirstWaitInit | ( | ) |
void daWtPillar_c::actionUpInit | ( | ) |
void daWtPillar_c::actionUpWait | ( | ) |
void daWtPillar_c::actionUpWaitInit | ( | ) |
void daWtPillar_c::actionWait | ( | ) |
void daWtPillar_c::actionWaitInit | ( | ) |
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cPhs__Step daWtPillar_c::create | ( | ) |
See the east room in B1 of the Lakebed Temple as an example: When first entering entering the room after redirecting water towards it, a cutscene plays showing the water level rising; the bottom of the oscillating water pillar in this room starts above water, but ends up below water after the cutscene, resulting in its target height never being modified. However, exiting and re-entering the room does not result in the cutscene playing again, so its target height is modified upon subsequent entries to the room
int daWtPillar_c::CreateHeap | ( | ) |
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int daWtPillar_c::draw | ( | ) |
void daWtPillar_c::effectSet | ( | ) |
void daWtPillar_c::effectSet2 | ( | ) |
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Reimplemented from dEvLib_callback_c.
int daWtPillar_c::execute | ( | ) |
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f32 daWtPillar_c::getPillarHeight | ( | ) |
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void daWtPillar_c::setBaseMtx | ( | ) |
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