Definition Z2Creature.h:37
Definition d_bg_s_acch.h:15
Definition d_bg_s_acch.h:247
Darknut.
Definition d_a_b_tn.h:18
void executeGuardH()
Definition d_a_b_tn.cpp:2563
void executeRoomDemo()
Definition d_a_b_tn.cpp:1676
void setBreakPart(int)
Definition d_a_b_tn.cpp:420
u8 mHioInit
Definition d_a_b_tn.h:224
int field_0x700
Definition d_a_b_tn.h:148
void executeWaitH()
Definition d_a_b_tn.cpp:2022
void setBodyShield()
Definition d_a_b_tn.cpp:962
void executeChaseH()
Definition d_a_b_tn.cpp:2054
u8 field_0xaa2
Definition d_a_b_tn.h:192
void setActionMode(int, int)
Definition d_a_b_tn.cpp:913
u8 mSwitchNo
Definition d_a_b_tn.h:194
void setAttackBlurEffect(int)
Definition d_a_b_tn.cpp:1555
cXyz mCpsPos
Definition d_a_b_tn.h:219
bool checkNormalAttackAble()
Definition d_a_b_tn.cpp:1065
cXyz mPositions[16]
Definition d_a_b_tn.h:156
int mTimer9
Definition d_a_b_tn.h:164
request_of_phase_process_class mPhaseReq2
Definition d_a_b_tn.h:136
int mWalkDir
Definition d_a_b_tn.h:176
f32 field_0x724
Definition d_a_b_tn.h:153
void action()
Definition d_a_b_tn.cpp:4433
int mActionMode1
Definition d_a_b_tn.h:144
void executeDamageL()
Definition d_a_b_tn.cpp:4042
dCcD_Sph mSphA[3]
Definition d_a_b_tn.h:213
u32 mParticleKeys[4]
Definition d_a_b_tn.h:223
void executeZakoEnding()
Definition d_a_b_tn.cpp:4359
int mTimer5
Definition d_a_b_tn.h:173
void executeAttackL()
Definition d_a_b_tn.cpp:3657
mDoExt_McaMorfSO * mpModelMorf2
Definition d_a_b_tn.h:139
f32 mMaterialColor
Definition d_a_b_tn.h:154
u8 mBlendStatus
Definition d_a_b_tn.h:204
dCcU_AtInfo mAtInfo
Definition d_a_b_tn.h:220
cXyz mCamEye
Definition d_a_b_tn.h:149
mDoExt_McaMorfSO * mpModelMorf1
Definition d_a_b_tn.h:138
u8 field_0xa9c
Definition d_a_b_tn.h:186
void calcOtherPartMove(int)
Definition d_a_b_tn.cpp:738
bool field_0xa9a
Definition d_a_b_tn.h:184
s16 field_0x720
Definition d_a_b_tn.h:152
cXyz mPositionsCopy[16]
Definition d_a_b_tn.h:157
void executeAttackShieldH()
Definition d_a_b_tn.cpp:2528
u8 mType2
Definition d_a_b_tn.h:196
bool mDisappear
Definition d_a_b_tn.h:188
void damage_check()
Definition d_a_b_tn.cpp:1230
void calcPartMove()
Definition d_a_b_tn.cpp:866
void mtx_set()
Definition d_a_b_tn.cpp:4583
int mVibrationTimer
Definition d_a_b_tn.h:175
cXyz field_0x8dc[16]
Definition d_a_b_tn.h:158
Z2CreatureEnemy mSound
Definition d_a_b_tn.h:143
void executeChaseL()
Definition d_a_b_tn.cpp:3370
void executeOpening()
Definition d_a_b_tn.cpp:1825
void executeZakoChangeDemo()
Definition d_a_b_tn.cpp:2931
int mTimer7
Definition d_a_b_tn.h:174
bool mUpdateNeckAngle
Definition d_a_b_tn.h:180
f32 mBlend
Definition d_a_b_tn.h:205
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_b_tn.cpp:276
void setArmorBreakEffect(int)
Definition d_a_b_tn.cpp:1576
u8 mTimer12
Definition d_a_b_tn.h:199
u8 mBrkAnmFrame
Definition d_a_b_tn.h:193
void setSwordAtBreak(int)
Definition d_a_b_tn.cpp:947
dBgS_ObjAcch mAcch
Definition d_a_b_tn.h:208
void setBck(int, u8, f32, f32)
Definition d_a_b_tn.cpp:904
int create()
Definition d_a_b_tn.cpp:5030
static int JointCallBack(J3DJoint *, int)
Definition d_a_b_tn.cpp:291
void calcWaistAngle()
Definition d_a_b_tn.cpp:324
void executeChangeDemo()
Definition d_a_b_tn.cpp:2678
int mTimer4
Definition d_a_b_tn.h:172
f32 mCamFovY
Definition d_a_b_tn.h:151
void executeEnding()
Definition d_a_b_tn.cpp:4179
void initChaseL(int)
Definition d_a_b_tn.cpp:3110
int mTimer6
Definition d_a_b_tn.h:170
dBgS_ObjAcch mAcchArr[16]
Definition d_a_b_tn.h:210
bool mSphCSmallFlag
Definition d_a_b_tn.h:190
dCcD_Stts mSttsArr[16]
Definition d_a_b_tn.h:221
bool mInactive
Definition d_a_b_tn.h:202
char * mArcName
Definition d_a_b_tn.h:206
u8 mTimer10
Definition d_a_b_tn.h:197
daB_TN_ACTION1
Definition d_a_b_tn.h:20
@ ACT_ROOMDEMO
Definition d_a_b_tn.h:21
@ ACT_DAMAGEH
Definition d_a_b_tn.h:28
@ ACT_CHASEH
Definition d_a_b_tn.h:24
@ ACT_GUARDL
Definition d_a_b_tn.h:33
@ ACT_ENDING
Definition d_a_b_tn.h:35
@ ACT_WAITH
Definition d_a_b_tn.h:23
@ ACT_OPENING
Definition d_a_b_tn.h:22
@ ACT_GUARDH
Definition d_a_b_tn.h:27
@ ACT_ATTACKSHIELDL
Definition d_a_b_tn.h:32
@ ACT_ATTACKL
Definition d_a_b_tn.h:31
@ ACT_ATTACKH
Definition d_a_b_tn.h:25
@ ACT_DAMAGEL
Definition d_a_b_tn.h:34
@ ACT_YOROKE
Definition d_a_b_tn.h:36
@ ACT_CHASEL
Definition d_a_b_tn.h:30
@ ACT_CHANGEDEMO
Definition d_a_b_tn.h:29
@ ACT_ATTACKSHIELDH
Definition d_a_b_tn.h:26
int draw()
Definition d_a_b_tn.cpp:350
void setWalkDir()
Definition d_a_b_tn.cpp:3054
void calcShieldMove()
Definition d_a_b_tn.cpp:536
dCcD_Sph mSphD
Definition d_a_b_tn.h:218
static int DemoSkipCallBack(void *, int)
Definition d_a_b_tn.cpp:1667
void executeAttackShieldL()
Definition d_a_b_tn.cpp:3877
s16 field_0xa64
Definition d_a_b_tn.h:165
dCcD_Cps mCps
Definition d_a_b_tn.h:217
int execute()
Definition d_a_b_tn.cpp:4831
int mNextBreakPart
Definition d_a_b_tn.h:171
bool field_0xa91
Definition d_a_b_tn.h:178
void setSwordAtBit(int)
Definition d_a_b_tn.cpp:919
u32 mShadowKey
Definition d_a_b_tn.h:146
void checkStartAttackH()
Definition d_a_b_tn.cpp:2363
bool checkAttackAble()
Definition d_a_b_tn.cpp:3195
csXyz field_0x99c[16]
Definition d_a_b_tn.h:159
J3DModel * mpPartModels[16]
Definition d_a_b_tn.h:137
bool mCutFlag
Definition d_a_b_tn.h:189
bool field_0xaa8
Definition d_a_b_tn.h:198
bool checkNextMove()
Definition d_a_b_tn.cpp:3205
s16 mNeckAngle
Definition d_a_b_tn.h:182
dCcD_Sph mSphC
Definition d_a_b_tn.h:215
dCcD_Stts mStts1
Definition d_a_b_tn.h:211
int _delete()
Definition d_a_b_tn.cpp:4912
void setAwaitSound()
Definition d_a_b_tn.cpp:2044
bool mUpdateWaistAngle
Definition d_a_b_tn.h:181
u16 field_0xa1c[16]
Definition d_a_b_tn.h:161
u32 getCutType()
Definition d_a_b_tn.cpp:1088
s16 field_0xa5c
Definition d_a_b_tn.h:163
mDoExt_brkAnm * mpBrkAnms[16]
Definition d_a_b_tn.h:140
void calcSwordMoveB()
Definition d_a_b_tn.cpp:687
void calcNeckAngle()
Definition d_a_b_tn.cpp:303
bool checkMoveAngle()
Definition d_a_b_tn.cpp:1550
void cc_set()
Definition d_a_b_tn.cpp:4658
u8 field_0xa9d
Definition d_a_b_tn.h:187
daB_TN_ACTION2
Definition d_a_b_tn.h:39
@ ACTION2_13_e
Definition d_a_b_tn.h:53
@ ACTION2_11_e
Definition d_a_b_tn.h:51
@ ACTION2_10_e
Definition d_a_b_tn.h:50
@ ACTION2_107_e
Definition d_a_b_tn.h:69
@ ACTION2_100_e
Definition d_a_b_tn.h:62
@ ACTION2_105_e
Definition d_a_b_tn.h:67
@ ACTION2_6_e
Definition d_a_b_tn.h:46
@ ACTION2_70_e
Definition d_a_b_tn.h:60
@ ACTION2_102_e
Definition d_a_b_tn.h:64
@ ACTION2_3_e
Definition d_a_b_tn.h:43
@ ACTION2_0_e
Definition d_a_b_tn.h:40
@ ACTION2_106_e
Definition d_a_b_tn.h:68
@ ACTION2_17_e
Definition d_a_b_tn.h:57
@ ACTION2_9_e
Definition d_a_b_tn.h:49
@ ACTION2_7_e
Definition d_a_b_tn.h:47
@ ACTION2_15_e
Definition d_a_b_tn.h:55
@ ACTION2_16_e
Definition d_a_b_tn.h:56
@ ACTION2_8_e
Definition d_a_b_tn.h:48
@ ACTION2_76_e
Definition d_a_b_tn.h:61
@ ACTION2_4_e
Definition d_a_b_tn.h:44
@ ACTION2_5_e
Definition d_a_b_tn.h:45
@ ACTION2_20_e
Definition d_a_b_tn.h:59
@ ACTION2_14_e
Definition d_a_b_tn.h:54
@ ACTION2_2_e
Definition d_a_b_tn.h:42
@ ACTION2_101_e
Definition d_a_b_tn.h:63
@ ACTION2_104_e
Definition d_a_b_tn.h:66
@ ACTION2_12_e
Definition d_a_b_tn.h:52
@ ACTION2_103_e
Definition d_a_b_tn.h:65
@ ACTION2_1_e
Definition d_a_b_tn.h:41
int CreateHeap()
Definition d_a_b_tn.cpp:4930
Mtx mNewTRMtx
Definition d_a_b_tn.h:155
void calcSwordMoveA()
Definition d_a_b_tn.cpp:605
void setPartLandEffect(int, int)
Definition d_a_b_tn.cpp:495
dCcD_Sph mSwordSphs[4]
Definition d_a_b_tn.h:216
u8 mCutJumpStatus
Definition d_a_b_tn.h:201
u8 mType
Definition d_a_b_tn.h:195
void executeDamageH()
Definition d_a_b_tn.cpp:2605
int field_0x6fc
Definition d_a_b_tn.h:147
u8 mTimer13
Definition d_a_b_tn.h:200
int mActionMode2
Definition d_a_b_tn.h:145
int checkBck(int)
Definition d_a_b_tn.cpp:909
dBgS_AcchCir mAcchCir
Definition d_a_b_tn.h:207
s16 field_0xa3c[16]
Definition d_a_b_tn.h:162
dCcD_Sph mSphArr[16]
Definition d_a_b_tn.h:222
void executeAttackH()
Definition d_a_b_tn.cpp:2413
s16 mInvincibilityTimer
Definition d_a_b_tn.h:167
cXyz mCamCenter
Definition d_a_b_tn.h:150
u8 mUpdateModelTimer
Definition d_a_b_tn.h:177
void executeYoroke()
Definition d_a_b_tn.cpp:4123
s16 field_0xa66
Definition d_a_b_tn.h:166
u8 mActionMode2Copy
Definition d_a_b_tn.h:185
dBgS_AcchCir mAcchCirArr[16]
Definition d_a_b_tn.h:209
void executeGuardL()
Definition d_a_b_tn.cpp:3930
bool mChkCoHitOK
Definition d_a_b_tn.h:191
J3DModel * swordEffectModel
Definition d_a_b_tn.h:142
void setBreakHeadPart(int)
Definition d_a_b_tn.cpp:458
int mTimer3
Definition d_a_b_tn.h:169
void setShieldEffect(dCcD_Sph *)
Definition d_a_b_tn.cpp:1225
u8 mNextActionMode2
Definition d_a_b_tn.h:179
bool mStayNo2Flag
Definition d_a_b_tn.h:203
void setDamage(dCcD_Sph *, int)
Definition d_a_b_tn.cpp:1144
void demo_skip(int)
Definition d_a_b_tn.cpp:1633
dCcD_Stts mStts2
Definition d_a_b_tn.h:212
request_of_phase_process_class mPhaseReq1
Definition d_a_b_tn.h:135
dCcD_Sph mSphB[3]
Definition d_a_b_tn.h:214
mDoExt_brkAnm * mpBrkAnm
Definition d_a_b_tn.h:141
u16 mStates[16]
Definition d_a_b_tn.h:160
int checkMoveArea()
Definition d_a_b_tn.cpp:1530
int mTimer1
Definition d_a_b_tn.h:168
s16 mWaistAngle
Definition d_a_b_tn.h:183
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
STATIC_ASSERT(sizeof(daB_TN_c)==0x5630)
f32 Mtx[3][4]
Definition mtx.h:25
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
unsigned short int u16
Definition types.h:10
unsigned char u8
Definition types.h:8