Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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e_tk_ball_class Class Reference

Fire/Water Toadpoli Ball. More...

#include <d_a_e_tk_ball.h>

+ Inheritance diagram for e_tk_ball_class:
+ Collaboration diagram for e_tk_ball_class:

Public Attributes

request_of_phase_process_class mPhaseReq
 
u8 mType
 
u8 mArg1
 
J3DModelmpModel
 
Z2SoundObjSimple mSound
 
s16 mLifetime
 
s16 mAction
 
s16 mMode
 
s16 mActionTimer [2]
 
s16 mInvincibilityTimer
 
cXyz mInitalPosition
 
f32 mInitalDistance
 
f32 mArcHeight
 
dCcD_Stts mStts
 
dCcD_Sph mAtSph
 
dCcD_Sph mTgSph
 
u32 mParticleKey [2]
 
cXyz mParticleDirection
 
cXyz mPreviousPosition
 
bool mSuspended
 
- Public Attributes inherited from fopEn_enemy_c
cXyz mDownPos
 
cXyz mHeadLockPos
 
J3DModelmBallModel
 
J3DAnmTextureSRTKeymBtk
 
J3DAnmTevRegKeymBrk
 
u8 field_0x58c
 
u8 mThrowMode
 
u16 mFlags
 
f32 mAnmFrame
 
u32 mEffectID1
 
u32 mEffectID2
 
u32 mMidnaBindID [3]
 
u8 mMidnaBindMode
 
- Public Attributes inherited from fopAc_ac_c
leafdraw_class base
 
int actor_type
 
create_tag_class actor_tag
 
create_tag_class draw_tag
 
profile_method_classsub_method
 
JKRSolidHeapheap
 
dEvt_info_c eventInfo
 
dKy_tevstr_c tevStr
 
u16 setID
 
u8 group
 
u8 cullType
 
u8 demoActorID
 
s8 argument
 
u8 carryType
 
u32 actor_status
 
u32 actor_condition
 
fpc_ProcID parentActorID
 
actor_place home
 
actor_place old
 
actor_place current
 
csXyz shape_angle
 
cXyz scale
 
cXyz speed
 
MtxP cullMtx
 
union { 
 
   cull_box   box 
 
   cull_sphere   sphere 
 
cull 
 
f32 cullSizeFar
 
J3DModelmodel
 
dJntCol_cjntCol
 
f32 speedF
 
f32 gravity
 
f32 maxFallSpeed
 
cXyz eyePos
 
actor_attention_types attention_info
 
s16 field_0x560
 
s16 health
 
u8 field_0x564
 
u8 field_0x565
 
s8 field_0x566
 
s8 field_0x567
 

Additional Inherited Members

- Public Types inherited from fopEn_enemy_c
enum  fopEn_flag {
  fopEn_flag_Down = 0x1 , fopEn_flag_CutDownHit = 0x2 , fopEn_flag_WolfDownStart = 0x4 , fopEn_flag_Dead = 0x8 ,
  fopEn_flag_WolfDownPull = 0x10 , fopEn_flag_WolfDownPullEnd = 0x20 , fopEn_flag_WolfBiteDamage = 0x40 , fopEn_flag_HeadLock = 0x80 ,
  fopEn_flag_WolfNoLock = 0x200
}
 
enum  fopEn_throwMode { fopEn_throwMode_Catch = 0x2 , fopEn_throwMode_Dash = 0x4 , fopEn_throwMode_ThrowLeft = 0x8 , fopEn_throwMode_ThrowRight = 0x10 }
 
- Public Member Functions inherited from fopEn_enemy_c
BOOL initBallModel ()
 
bool checkBallModelDraw ()
 
void setBallModelEffect (dKy_tevstr_c *)
 
void drawBallModel (dKy_tevstr_c *)
 
BOOL checkWolfNoLock () const
 
BOOL checkHeadLockFlg () const
 
BOOL checkWolfBiteDamage () const
 
BOOL checkWolfDownPullFlg () const
 
BOOL checkDownFlg ()
 
BOOL checkCutDownHitFlg () const
 
BOOL checkWolfDownStartFlg () const
 
BOOL checkDeadFlg () const
 
BOOL checkThrowMode (u8 param_1) const
 
u32getMidnaBindID (int i_idx)
 
u8 getMidnaBindMode ()
 
cXyzgetDownPos ()
 
cXyzgetHeadLockPos ()
 
void onCutDownHitFlg ()
 
void onWolfBiteDamage ()
 
void onWolfDownStartFlg ()
 
void onWolfDownPullEndFlg ()
 
void onWolfNoLock ()
 
void onDownFlg ()
 
void onHeadLockFlg ()
 
void offWolfBiteDamage ()
 
void offCutDownHitFlg ()
 
void offWolfDownPullFlg ()
 
void offDownFlg ()
 
void offWolfNoLock ()
 
void offHeadLockFlg ()
 
void offThrowMode (u8 throwMode)
 
void offWolfBiteDamage ()
 
void offCutDownHitFlg ()
 
void offWolfDownPullFlg ()
 
void offDownFlg ()
 
void offWolfNoLock ()
 
void offHeadLockFlg ()
 
void offThrowMode (u8 throwMode)
 
void setMidnaBindMode (u8 i_bindMode)
 
void setMidnaBindID (u8 i_idx, u32 i_bindID)
 
void setThrowModeCatch ()
 
void setThrowModeDash ()
 
void setThrowModeThrowRight ()
 
void setThrowModeThrowLeft ()
 
void setDownPos (const cXyz *i_pos)
 
void setHeadLockPos (const cXyz *i_pos)
 
- Public Member Functions inherited from fopAc_ac_c
 fopAc_ac_c ()
 
 ~fopAc_ac_c ()
 
- Static Public Member Functions inherited from fopAc_ac_c
static void setStopStatus (u32 status)
 
- Static Public Attributes inherited from fopAc_ac_c
static u32 stopStatus
 

Detailed Description

Fire/Water Toadpoli Ball.

Projectiles spat by Toadpoli enemies at the player. Two types exist: fire and water. Link can deflect these balls with his shield or slice them with his sword. When deflected while locked on to the enemy, they will return to the Toadpoli that fired them.

Member Data Documentation

◆ mAction

s16 e_tk_ball_class::mAction

◆ mActionTimer

s16 e_tk_ball_class::mActionTimer[2]

◆ mArcHeight

f32 e_tk_ball_class::mArcHeight

◆ mArg1

u8 e_tk_ball_class::mArg1

◆ mAtSph

dCcD_Sph e_tk_ball_class::mAtSph

◆ mInitalDistance

f32 e_tk_ball_class::mInitalDistance

◆ mInitalPosition

cXyz e_tk_ball_class::mInitalPosition

◆ mInvincibilityTimer

s16 e_tk_ball_class::mInvincibilityTimer

◆ mLifetime

s16 e_tk_ball_class::mLifetime

◆ mMode

s16 e_tk_ball_class::mMode

◆ mParticleDirection

cXyz e_tk_ball_class::mParticleDirection

◆ mParticleKey

u32 e_tk_ball_class::mParticleKey[2]

◆ mPhaseReq

request_of_phase_process_class e_tk_ball_class::mPhaseReq

◆ mpModel

J3DModel* e_tk_ball_class::mpModel

◆ mPreviousPosition

cXyz e_tk_ball_class::mPreviousPosition

◆ mSound

Z2SoundObjSimple e_tk_ball_class::mSound

◆ mStts

dCcD_Stts e_tk_ball_class::mStts

◆ mSuspended

bool e_tk_ball_class::mSuspended

◆ mTgSph

dCcD_Sph e_tk_ball_class::mTgSph

◆ mType

u8 e_tk_ball_class::mType

The documentation for this class was generated from the following file: