Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_b_gos.h
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1#ifndef D_A_B_GOS_H
2#define D_A_B_GOS_H
3
6#include "d/d_bg_s_acch.h"
7#include "d/d_cc_d.h"
8#include "d/d_cc_uty.h"
10
11
20class b_gos_class : public fopEn_enemy_c {
21public:
22 /* 80605024 */ b_gos_class();
23
27 /* 0x65C */ int mAnmID;
28 /* 0x660 */ u32 mJointIndex;
29 /* 0x664 */ u8 field_0x664[0x668 - 0x664];
30 /* 0x668 */ u32 mShadowKey;
31 /* 0x66C */ s16 field_0x66c;
32 /* 0x66E */ s16 mAction;
33 /* 0x670 */ s16 mMode;
34 /* 0x672 */ u8 field_0x672[0x680 - 0x672];
35 /* 0x680 */ s16 mWalkDirection;
36 /* 0x682 */ s16 mAngleToPlayer;
37 /* 0x684 */ f32 mDistToPlayer;
38 /* 0x688 */ u8 field_0x688[0x68C - 0x688];
39 /* 0x68C */ s16 mTimers[4];
40 /* 0x694 */ s16 field_0x694;
41 /* 0x698 */ f32 field_0x698;
42 /* 0x69C */ f32 field_0x69c;
43 /* 0x6A0 */ s16 mAngleOffset;
45 /* 0x6E4 */ dBgS_ObjAcch mAcch;
46 /* 0x8BC */ dCcD_Stts mCcStts;
47 /* 0x8F8 */ dCcD_Sph field_0x8f8;
48 /* 0xA30 */ dCcD_Sph field_0xa30;
49 /* 0xB68 */ dCcD_Cyl mCyl;
50 /* 0xCA4 */ dCcU_AtInfo mAtInfo;
51 /* 0xCC8 */ u8 field_0xcc8;
52};
53
54STATIC_ASSERT(sizeof(b_gos_class) == 0xCCC);
55
57public:
58public:
59 /* 8060426C */ daB_GOS_HIO_c();
60 /* 80605320 */ virtual ~daB_GOS_HIO_c() {}
61
62 /* 0x4 */ s8 field_0x4;
63 /* 0x8 */ f32 mSize;
64 /* 0xC */ f32 mNormalSpeed;
65};
66
68public:
71};
72
73
74#endif /* D_A_B_GOS_H */
Definition Z2Creature.h:154
Goron Golem (small)
Definition d_a_b_gos.h:20
s16 field_0x694
Definition d_a_b_gos.h:40
s16 mAngleOffset
Definition d_a_b_gos.h:43
u8 field_0xcc8
Definition d_a_b_gos.h:51
s16 field_0x66c
Definition d_a_b_gos.h:31
u8 field_0x672[0x680 - 0x672]
Definition d_a_b_gos.h:34
u32 mShadowKey
Definition d_a_b_gos.h:30
int mAnmID
Definition d_a_b_gos.h:27
mDoExt_McaMorfSO * mpMorf
Definition d_a_b_gos.h:25
dCcU_AtInfo mAtInfo
Definition d_a_b_gos.h:50
dCcD_Cyl mCyl
Definition d_a_b_gos.h:49
u8 field_0x688[0x68C - 0x688]
Definition d_a_b_gos.h:38
s16 mAction
Definition d_a_b_gos.h:32
f32 field_0x69c
Definition d_a_b_gos.h:42
dCcD_Sph field_0x8f8
Definition d_a_b_gos.h:47
s16 mMode
Definition d_a_b_gos.h:33
s16 mTimers[4]
Definition d_a_b_gos.h:39
dBgS_AcchCir mAcchCir
Definition d_a_b_gos.h:44
f32 mDistToPlayer
Definition d_a_b_gos.h:37
dCcD_Sph field_0xa30
Definition d_a_b_gos.h:48
dCcD_Stts mCcStts
Definition d_a_b_gos.h:46
u8 field_0x664[0x668 - 0x664]
Definition d_a_b_gos.h:29
b_gos_class()
Definition d_a_b_gos.cpp:413
u32 mJointIndex
Definition d_a_b_gos.h:28
request_of_phase_process_class mPhase
Definition d_a_b_gos.h:24
Z2CreatureEnemy mSound
Definition d_a_b_gos.h:26
f32 field_0x698
Definition d_a_b_gos.h:41
s16 mWalkDirection
Definition d_a_b_gos.h:35
dBgS_ObjAcch mAcch
Definition d_a_b_gos.h:45
s16 mAngleToPlayer
Definition d_a_b_gos.h:36
Definition d_cc_d.h:432
Definition d_a_b_gos.h:56
f32 mSize
Definition d_a_b_gos.h:63
f32 mNormalSpeed
Definition d_a_b_gos.h:64
daB_GOS_HIO_c()
Definition d_a_b_gos.cpp:25
s8 field_0x4
Definition d_a_b_gos.h:62
virtual ~daB_GOS_HIO_c()
Definition d_a_b_gos.h:60
Definition f_op_actor.h:249
STATIC_ASSERT(sizeof(b_gos_class)==0xCCC)
Definition d_a_b_gos.h:67
s16 joint_no
Definition d_a_b_gos.h:69
f32 field_0x4
Definition d_a_b_gos.h:70
Definition d_a_npc_fguard.cpp:98
Definition d_a_npc_fguard.cpp:94
Definition d_a_npc_fguard.cpp:86
Definition d_a_npc_fguard.cpp:70
Definition d_a_ep.cpp:99
Definition d_a_npc_fguard.cpp:23
Definition d_a_hozelda.cpp:14
signed char s8
Definition types.h:4
unsigned long u32
Definition types.h:10
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned char u8
Definition types.h:8