Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_b_gg.h
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1#ifndef D_A_B_GG_H
2#define D_A_B_GG_H
3
5#include "d/d_bg_s_acch.h"
6#include "d/d_cc_d.h"
7#include "d/d_cc_uty.h"
8
17class daB_GG_c : public fopEn_enemy_c {
18public:
19 int CreateHeap();
20 void initCc();
21 void setCcCylinder();
22 void G_setCcCylinder();
23 void MoveCo();
26 void SetAnm(int, int, f32, f32);
27 void Yazirushi();
28 void SpeedClear();
29 void SetAction(u8, u8, u8);
30 u8 GetAction(u8, u8, u8);
31 void DemoSkip(int);
32 static int DemoSkipCallBack(void*, int);
33 bool CameraSet();
34 void SetStopingCam();
35 void SetStopCam(cXyz, f32, f32, s16);
36 void SetMoveCam(cXyz, f32, f32, s16, f32, f32);
37 void SetMoveCam1(f32, f32);
38 void SetReleaseCam();
39 void St_CamAction();
40 void St_DemoAction();
41 void Md_CamAction();
42 void Md_DemoAction();
43 void Gn_CamAction();
44 void Gn_DemoAction();
45 void DemoAction();
46 void F_WaitAction();
47 void F_FookChk();
48 void F_MoveAction();
49 void F_LV7_W_MoveAction();
50 void F_AttackAction();
51 void F_DamageAction();
52 void AttentionChk();
53 void FlyAction();
54 bool F_A_TargetMove(cXyz);
55 bool F_A_TargetMove(cXyz, u8);
56 void F_A_MoveAction();
57 void F_A_WaitAction();
58 void F_A_Action();
59 void FookChk();
60 void CutChk();
61 void G_MoveAction();
62 void FallChk();
63 void G_AttackAction();
64 void G_DamageAction();
65 void G_DeathAction();
66 void G_DeathAction1();
67 void DeathCam();
68 void GroundAction();
69 void StopAction();
70 void HitChk();
71 void Action();
72 void HeadAction();
73 void SetHeadAngle();
74 void SoundChk();
75 int Execute();
76 void ObjHit();
77 void At_Check();
78 void MoveAt();
79 void F_AtHit();
80 void ChanceTime();
81 void ArmAngleSet();
82 void Guard();
83 int Draw();
84 int Delete();
85 void setBaseMtx();
86 void setShieldMtx();
87 void setSwordMtx();
88 void setSwordMtx1();
89 void setHeadMtx();
90 void setHeadMtx1();
91 int Create();
92
93 /* 0x05AC */ f32 field_0x5ac;
94 /* 0x05B0 */ u8 field_0x5b0;
95 /* 0x05B1 */ u8 field_0x5b1;
96 /* 0x05B2 */ u8 field_0x5b2;
97 /* 0x05B4 */ s16 mInOutPosIdx;
98 /* 0x05B6 */ u8 field_0x5b6;
99 /* 0x05B7 */ u8 field_0x5b7;
100 /* 0x05B8 */ u8 field_0x5B8[0x05BA - 0x05B8];
101 /* 0x05BA */ s16 field_0x5ba;
102 /* 0x05BC */ f32 field_0x5bc;
103 /* 0x05C0 */ f32 field_0x5c0;
104 /* 0x05C4 */ u8 field_0x5c4;
105 /* 0x05C5 */ u8 mAction;
106 /* 0x05C6 */ u8 mSubAction;
107 /* 0x05C7 */ u8 mMode;
108 /* 0x05C8 */ u8 mPrevAction;
109 /* 0x05C9 */ u8 mPrevSubAction;
110 /* 0x05CA */ u8 mPrevMode;
111 /* 0x05CB */ u8 mCamMode;
112 /* 0x05CC */ s16 field_0x5cc;
113 /* 0x05CE */ u8 field_0x5ce;
114 /* 0x05CF */ u8 field_0x5cf;
115 /* 0x05D0 */ u8 field_0x5d0;
116 /* 0x05D4 */ int mAnm;
117 /* 0x05D8 */ s16 mTimers[4];
118 /* 0x05E0 */ s16 field_0x5e0;
119 /* 0x05E4 */ cXyz field_0x5e4;
120 /* 0x05F0 */ u8 field_0x5f0;
121 /* 0x05F4 */ cXyz mCamCenter;
122 /* 0x0600 */ cXyz mCamEye;
123 /* 0x060C */ cXyz field_0x60c;
124 /* 0x0618 */ cXyz field_0x618;
125 /* 0x0624 */ cXyz mCamCenterTarget;
126 /* 0x0630 */ cXyz mCamEyeTarget;
127 /* 0x063C */ f32 mCamFovy;
128 /* 0x0640 */ f32 mModelPlaySpeed;
129 /* 0x0644 */ f32 field_0x644;
130 /* 0x0648 */ f32 field_0x648;
131 /* 0x064C */ f32 field_0x64c;
132 /* 0x0650 */ f32 field_0x650;
133 /* 0x0654 */ u8 field_0x654[0x0658 - 0x0654];
134 /* 0x0658 */ s16 field_0x658;
135 /* 0x065A */ s16 field_0x65a;
136 /* 0x065C */ cXyz field_0x65c;
137 /* 0x0668 */ f32 field_0x668;
138 /* 0x066C */ u8 field_0x66c;
139 /* 0x066D */ u8 field_0x66d;
140 /* 0x0670 */ cXyz mSwordPos;
141 /* 0x067C */ csXyz mSwordRot;
142 /* 0x0684 */ cXyz field_0x684;
143 /* 0x0690 */ u8 mType;
144 /* 0x0694 */ cXyz mHeadPos;
145 /* 0x06A0 */ csXyz mHeadRot;
146 /* 0x06A8 */ cXyz field_0x6a8;
147 /* 0x06B4 */ csXyz field_0x6b4;
148 /* 0x06BA */ u8 field_0x6ba;
149 /* 0x06BC */ s16 field_0x6bc;
150 /* 0x06BE */ s16 field_0x6be;
151 /* 0x06C0 */ u8 field_0x6C0[0x06C4 - 0x06C0];
152 /* 0x06C4 */ s16 field_0x6c4;
153 /* 0x06C6 */ u8 field_0x6C6[0x06C8 - 0x06C6];
154 /* 0x06C8 */ csXyz mArmL1Rot;
155 /* 0x06CE */ csXyz mArmL2Rot;
156 /* 0x06D4 */ s16 field_0x6d4;
157 /* 0x06D6 */ s16 field_0x6d6;
158 /* 0x06D8 */ dCcD_Cyl mCcCyl;
159 /* 0x0814 */ dCcD_Sph mCcSph[3];
160 /* 0x0BBC */ dCcD_Cyl mCcHookCyl;
161 /* 0x0CF8 */ dCcD_Sph mCcShieldSph;
163 /* 0x0E34 */ J3DModel* mpShieldModel;
164 /* 0x0E38 */ J3DModel* mpSwordModel;
165 /* 0x0E3C */ J3DModel* mpHelmetModel;
167 /* 0x0E48 */ u32 mShadowId;
169 /* 0x0EF0 */ dBgS_AcchCir mAcchCir;
170 /* 0x0F30 */ dBgS_ObjAcch mAcch;
171 /* 0x1108 */ dCcD_Stts mCcStts;
172 /* 0x1144 */ dCcU_AtInfo mAtInfo;
173 /* 0x1168 */ u8 mHIOInit;
174};
175
176STATIC_ASSERT(sizeof(daB_GG_c) == 0x116c);
177
178#endif /* D_A_B_GG_H */
Definition J3DJoint.h:63
Definition J3DModel.h:43
Definition Z2Creature.h:37
Definition c_sxyz.h:10
Definition d_bg_s_acch.h:15
Definition d_bg_s_acch.h:247
Definition d_cc_d.h:461
Definition d_cc_d.h:473
Definition d_cc_d.h:269
Aeralfos (Gargoyle)
Definition d_a_b_gg.h:17
s16 field_0x6bc
Definition d_a_b_gg.h:149
int Create()
Definition d_a_b_gg.cpp:4269
u8 mHIOInit
Definition d_a_b_gg.h:173
u8 field_0x6ba
Definition d_a_b_gg.h:148
cXyz field_0x618
Definition d_a_b_gg.h:124
void F_A_Action()
Definition d_a_b_gg.cpp:2315
u8 field_0x5b7
Definition d_a_b_gg.h:99
s16 field_0x65a
Definition d_a_b_gg.h:135
int mAnm
Definition d_a_b_gg.h:116
bool CameraSet()
Definition d_a_b_gg.cpp:592
dCcD_Stts mCcStts
Definition d_a_b_gg.h:171
void SetHeadAngle()
Definition d_a_b_gg.cpp:3574
cXyz field_0x6a8
Definition d_a_b_gg.h:146
s16 field_0x5cc
Definition d_a_b_gg.h:112
u8 field_0x5b2
Definition d_a_b_gg.h:96
u32 mShadowId
Definition d_a_b_gg.h:167
csXyz field_0x6b4
Definition d_a_b_gg.h:147
void setHeadMtx()
Definition d_a_b_gg.cpp:4238
dBgS_ObjAcch mAcch
Definition d_a_b_gg.h:170
void ChanceTime()
Definition d_a_b_gg.cpp:3867
s16 field_0x6c4
Definition d_a_b_gg.h:152
void Action()
Definition d_a_b_gg.cpp:3456
dCcU_AtInfo mAtInfo
Definition d_a_b_gg.h:172
void At_Check()
Definition d_a_b_gg.cpp:3773
void ArmAngleSet()
Definition d_a_b_gg.cpp:3984
request_of_phase_process_class mPhase
Definition d_a_b_gg.h:166
void G_DamageAction()
Definition d_a_b_gg.cpp:2779
f32 field_0x668
Definition d_a_b_gg.h:137
u8 field_0x5b0
Definition d_a_b_gg.h:94
u8 mType
Definition d_a_b_gg.h:143
u8 field_0x5d0
Definition d_a_b_gg.h:115
cXyz field_0x65c
Definition d_a_b_gg.h:136
void SetAnm(int, int, f32, f32)
Definition d_a_b_gg.cpp:415
void SetMoveCam1(f32, f32)
Definition d_a_b_gg.cpp:652
void Gn_DemoAction()
Definition d_a_b_gg.cpp:1384
u8 field_0x5cf
Definition d_a_b_gg.h:114
u8 mPrevAction
Definition d_a_b_gg.h:108
f32 field_0x648
Definition d_a_b_gg.h:130
cXyz mCamCenter
Definition d_a_b_gg.h:121
int Delete()
Definition d_a_b_gg.cpp:4193
u8 mPrevSubAction
Definition d_a_b_gg.h:109
static int DemoSkipCallBack(void *, int)
Definition d_a_b_gg.cpp:583
f32 field_0x644
Definition d_a_b_gg.h:129
cXyz field_0x60c
Definition d_a_b_gg.h:123
dCcD_Cyl mCcHookCyl
Definition d_a_b_gg.h:160
void HeadAction()
Definition d_a_b_gg.cpp:3494
dCcD_Sph mCcShieldSph
Definition d_a_b_gg.h:161
void St_CamAction()
Definition d_a_b_gg.cpp:683
f32 field_0x650
Definition d_a_b_gg.h:132
u8 field_0x66d
Definition d_a_b_gg.h:139
u8 mSubAction
Definition d_a_b_gg.h:106
void setBaseMtx()
Definition d_a_b_gg.cpp:4208
void setHeadMtx1()
Definition d_a_b_gg.cpp:4247
int CreateHeap()
Definition d_a_b_gg.cpp:152
cXyz mSwordPos
Definition d_a_b_gg.h:140
mDoExt_McaMorfSO * mpModelMorf
Definition d_a_b_gg.h:162
void SpeedClear()
Definition d_a_b_gg.cpp:513
void SetStopingCam()
Definition d_a_b_gg.cpp:612
cXyz mCamEye
Definition d_a_b_gg.h:122
void CutChk()
Definition d_a_b_gg.cpp:2352
s16 field_0x6d6
Definition d_a_b_gg.h:157
csXyz mArmL1Rot
Definition d_a_b_gg.h:154
void Gn_CamAction()
Definition d_a_b_gg.cpp:1269
csXyz mArmL2Rot
Definition d_a_b_gg.h:155
s16 field_0x5ba
Definition d_a_b_gg.h:101
u8 mPrevMode
Definition d_a_b_gg.h:110
void F_AttackAction()
Definition d_a_b_gg.cpp:1773
void F_A_MoveAction()
Definition d_a_b_gg.cpp:2228
void SetAction(u8, u8, u8)
Definition d_a_b_gg.cpp:520
u8 field_0x66c
Definition d_a_b_gg.h:138
f32 field_0x5bc
Definition d_a_b_gg.h:102
dCcD_Cyl mCcCyl
Definition d_a_b_gg.h:158
csXyz mSwordRot
Definition d_a_b_gg.h:141
csXyz mHeadRot
Definition d_a_b_gg.h:145
void St_DemoAction()
Definition d_a_b_gg.cpp:946
void Yazirushi()
Definition d_a_b_gg.cpp:505
u8 field_0x6C6[0x06C8 - 0x06C6]
Definition d_a_b_gg.h:153
void FlyAction()
Definition d_a_b_gg.cpp:2143
void StopAction()
Definition d_a_b_gg.cpp:3363
void HitChk()
Definition d_a_b_gg.cpp:3444
cXyz field_0x684
Definition d_a_b_gg.h:142
dBgS_AcchCir mAcchCir
Definition d_a_b_gg.h:169
void F_FookChk()
Definition d_a_b_gg.cpp:1539
J3DModel * mpShieldModel
Definition d_a_b_gg.h:163
void setSwordMtx1()
Definition d_a_b_gg.cpp:4231
void Md_DemoAction()
Definition d_a_b_gg.cpp:1146
void DemoSkip(int)
Definition d_a_b_gg.cpp:554
void F_A_WaitAction()
Definition d_a_b_gg.cpp:2311
void setCcCylinder()
Definition d_a_b_gg.cpp:277
void FookChk()
Definition d_a_b_gg.cpp:2338
s16 field_0x658
Definition d_a_b_gg.h:134
u8 field_0x5B8[0x05BA - 0x05B8]
Definition d_a_b_gg.h:100
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_b_gg.cpp:337
void SetMoveCam(cXyz, f32, f32, s16, f32, f32)
Definition d_a_b_gg.cpp:634
f32 mModelPlaySpeed
Definition d_a_b_gg.h:128
void G_DeathAction()
Definition d_a_b_gg.cpp:3027
void G_AttackAction()
Definition d_a_b_gg.cpp:2654
f32 field_0x5c0
Definition d_a_b_gg.h:103
void MoveCo()
Definition d_a_b_gg.cpp:327
void AttentionChk()
Definition d_a_b_gg.cpp:2125
int HeadctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_b_gg.cpp:382
void GroundAction()
Definition d_a_b_gg.cpp:3322
void G_setCcCylinder()
Definition d_a_b_gg.cpp:307
void initCc()
Definition d_a_b_gg.cpp:190
J3DModel * mpHelmetModel
Definition d_a_b_gg.h:165
s16 mInOutPosIdx
Definition d_a_b_gg.h:97
void DemoAction()
Definition d_a_b_gg.cpp:1484
cXyz mCamCenterTarget
Definition d_a_b_gg.h:125
u8 field_0x5ce
Definition d_a_b_gg.h:113
void MoveAt()
Definition d_a_b_gg.cpp:3833
s16 field_0x6be
Definition d_a_b_gg.h:150
void Guard()
Definition d_a_b_gg.cpp:4009
void SoundChk()
Definition d_a_b_gg.cpp:3593
void F_WaitAction()
Definition d_a_b_gg.cpp:1508
f32 field_0x64c
Definition d_a_b_gg.h:131
u8 GetAction(u8, u8, u8)
Definition d_a_b_gg.cpp:530
void FallChk()
Definition d_a_b_gg.cpp:2573
u8 field_0x654[0x0658 - 0x0654]
Definition d_a_b_gg.h:133
s16 mTimers[4]
Definition d_a_b_gg.h:117
void F_MoveAction()
Definition d_a_b_gg.cpp:1570
bool F_A_TargetMove(cXyz)
Definition d_a_b_gg.cpp:2219
u8 field_0x6C0[0x06C4 - 0x06C0]
Definition d_a_b_gg.h:151
void G_MoveAction()
Definition d_a_b_gg.cpp:2361
u8 mMode
Definition d_a_b_gg.h:107
void setSwordMtx()
Definition d_a_b_gg.cpp:4222
int Execute()
Definition d_a_b_gg.cpp:3702
f32 field_0x5ac
Definition d_a_b_gg.h:93
void F_DamageAction()
Definition d_a_b_gg.cpp:1945
cXyz field_0x5e4
Definition d_a_b_gg.h:119
void F_LV7_W_MoveAction()
Definition d_a_b_gg.cpp:1719
u8 field_0x5f0
Definition d_a_b_gg.h:120
void DeathCam()
Definition d_a_b_gg.cpp:3127
void SetStopCam(cXyz, f32, f32, s16)
Definition d_a_b_gg.cpp:617
J3DModel * mpSwordModel
Definition d_a_b_gg.h:164
u8 field_0x5b1
Definition d_a_b_gg.h:95
u8 mCamMode
Definition d_a_b_gg.h:111
void G_DeathAction1()
Definition d_a_b_gg.cpp:3068
u8 field_0x5c4
Definition d_a_b_gg.h:104
f32 mCamFovy
Definition d_a_b_gg.h:127
dCcD_Sph mCcSph[3]
Definition d_a_b_gg.h:159
cXyz mHeadPos
Definition d_a_b_gg.h:144
void setShieldMtx()
Definition d_a_b_gg.cpp:4217
Z2CreatureEnemy mSound
Definition d_a_b_gg.h:168
void ObjHit()
Definition d_a_b_gg.cpp:3769
void F_AtHit()
Definition d_a_b_gg.cpp:3840
cXyz mCamEyeTarget
Definition d_a_b_gg.h:126
u8 mAction
Definition d_a_b_gg.h:105
int Draw()
Definition d_a_b_gg.cpp:4144
s16 field_0x6d4
Definition d_a_b_gg.h:156
void Md_CamAction()
Definition d_a_b_gg.cpp:1083
u8 field_0x5b6
Definition d_a_b_gg.h:98
void SetReleaseCam()
Definition d_a_b_gg.cpp:663
s16 field_0x5e0
Definition d_a_b_gg.h:118
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
STATIC_ASSERT(sizeof(daB_GG_c)==0x116c)
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
unsigned char u8
Definition types.h:8
Definition c_xyz.h:7
Definition d_cc_uty.h:20
Definition c_phase.h:17