Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_b_zant.h
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1#ifndef D_A_B_ZANT_H
2#define D_A_B_ZANT_H
3
5#include "d/d_cc_d.h"
6#include "d/d_cc_uty.h"
8#include "d/d_bg_s_acch.h"
9#include "d/d_msg_flow.h"
10
19class daB_ZANT_c : public fopEn_enemy_c {
20public:
47
49 PHASE_OP, // Opening
50 PHASE_BB, // Diababa
51 PHASE_MG, // Dangoro
52 PHASE_OI, // Morpheel
53 PHASE_MK, // Ook
54 PHASE_YO, // Blizzeta
55 PHASE_LAST, // Castle
56
58 };
59
67
69 static int JointCallBack(J3DJoint*, int);
70 int draw();
71 void setBck(int, u8, f32, f32);
72 bool checkBck(int);
73 void setActionMode(int, int);
74 bool checkBigDamage();
75 int checkDamageType();
76 void setDamageSe(dCcD_Sph*, int);
77 void damage_check();
78 void ice_damage_check();
79 bool setNextDamageMode(int);
80 bool checkAvoidWeapon(int);
81 void setTgHitBit(int);
82 void setCoHitBit(int);
83 void setTgShield(int);
84 void setTgType(u32);
85 void setZantMessage(int);
86 int doZantMessage();
87 void setIceLandingEffect(int);
88 void setWaterBubble();
90 void setLastRollEffect();
93 void executeSmallAttack();
94 bool calcScale(int);
95 void executeWarp();
96 void executeDamage();
97 void executeConfuse();
98 void executeOpening();
99 void executeFly();
100 void executeFlyGround();
102 bool checkSwimLinkNear();
103 void executeHook();
104 void executeWater();
105 void executeSwim();
106 void executeSimaJump();
107 void executeIceDemo();
108 void executeIceJump();
109 void executeIceStep();
110 void executeIceDamage();
111 void setFarPillarPos();
112 void setNearPillarPos();
113 void setNextPillarInfo(int);
114 void setNextPillarPos();
115 void checkPillarSwing();
116 void executeMonkey();
117 void executeMonkeyFall();
118 void executeMonkeyDamage();
119 void setLastWarp(int, int);
121 void executeLastAttack();
122 void executeLastTired();
123 void executeLastDamage();
124 void executeLastEndDemo();
125 void calcMahojinAnime();
126 void calcRoomChangeCamera(int);
127 void initNextRoom();
128 void executeRoomChange();
129 void setBaseActionMode(int);
130 void action();
131 void mtx_set();
132 void cc_set();
133 void cc_ice_set();
134 int execute();
135 int _delete();
136 int CreateHeap();
137 int create();
138
141 /* 0x05B8 */ J3DModel* mpSwordLModel;
142 /* 0x05BC */ J3DModel* mpSwordRModel;
150 /* 0x05DC */ cXyz field_0x5dc;
151 /* 0x05E8 */ u8 mMahojinAnmMode;
152 /* 0x05E9 */ u8 mMahojin2AnmMode;
153 /* 0x05EC */ f32 mMahojin2Size;
155 /* 0x0694 */ u8 field_0x694[0x06A0 - 0x0694];
156 /* 0x06A0 */ cXyz mFlyWarpPos;
157 /* 0x06AC */ cXyz field_0x6ac;
158 /* 0x06B8 */ s16 field_0x6b8;
159 /* 0x06BA */ s16 field_0x6ba;
160 /* 0x06BC */ f32 field_0x6bc;
161 /* 0x06C0 */ f32 mModelScaleXZ;
162 /* 0x06C4 */ f32 mModelScaleY;
163 /* 0x06C8 */ f32 mKankyoBlend;
164 /* 0x06CC */ f32 field_0x6cc;
165 /* 0x06D0 */ f32 mSwordSize;
166 /* 0x06D4 */ int mAction;
167 /* 0x06D8 */ int mLastAction;
168 /* 0x06DC */ int mMode;
169 /* 0x06E0 */ u32 mShadowKey;
170 /* 0x06E4 */ u16 field_0x6e4;
171 /* 0x06E8 */ int mModeTimer;
172 /* 0x06EC */ int field_0x6ec;
173 /* 0x06F0 */ int field_0x6f0;
174 /* 0x06F4 */ int field_0x6f4;
175 /* 0x06F8 */ s16 field_0x6f8;
176 /* 0x06FA */ u8 mSwbit;
177 /* 0x06FB */ u8 mFightPhase;
178 /* 0x06FC */ u8 field_0x6fc;
179 /* 0x06FD */ u8 field_0x6fd;
180 /* 0x06FE */ u8 mFlyWarpPosID;
181 /* 0x06FF */ u8 field_0x6ff;
182 /* 0x0700 */ u8 field_0x700[0x0701 - 0x0700];
183 /* 0x0701 */ u8 field_0x701;
184 /* 0x0702 */ u8 field_0x702;
185 /* 0x0703 */ u8 field_0x703;
186 /* 0x0704 */ u8 field_0x704;
187 /* 0x0705 */ u8 field_0x705;
188 /* 0x0706 */ u8 field_0x706;
189 /* 0x0707 */ u8 field_0x707;
190 /* 0x0708 */ u8 field_0x708;
191 /* 0x0709 */ u8 field_0x709;
192 /* 0x070A */ u8 field_0x70a;
193 /* 0x070B */ u8 field_0x70b;
194 /* 0x070C */ u8 field_0x70c;
195 /* 0x070D */ u8 field_0x70d;
196 /* 0x070E */ u8 field_0x70e;
197 /* 0x070F */ u8 field_0x70f;
198 /* 0x0710 */ u8 mDrawSwords;
199 /* 0x0711 */ u8 field_0x711;
200 /* 0x0712 */ u8 field_0x712;
201 /* 0x0713 */ u8 field_0x713;
202 /* 0x0714 */ u8 field_0x714;
203 /* 0x0715 */ u8 field_0x715;
204 /* 0x0716 */ u8 field_0x716;
205 /* 0x0717 */ u8 field_0x717;
206 /* 0x0718 */ u8 field_0x718;
207 /* 0x0719 */ u8 mTakenBigDmg;
208 /* 0x071A */ u8 mFightCycle;
209 /* 0x071B */ u8 field_0x71b;
210 /* 0x071C */ u8 field_0x71c;
211 /* 0x071D */ u8 field_0x71d;
212 /* 0x071E */ s16 mNeckRotZ;
213 /* 0x0720 */ s16 mNeckRotX;
214 /* 0x0722 */ s16 mBackboneRotZ;
215 /* 0x0724 */ u32 field_0x724;
216 /* 0x0728 */ u8 mCorrectMobileNo;
217 /* 0x072C */ fpc_ProcID mMobileIDs[4];
218 /* 0x073C */ fpc_ProcID mPillarIDs[9];
219 /* 0x0760 */ cXyz mDemoCamEye;
220 /* 0x076C */ cXyz mDemoCamCenter;
221 /* 0x0778 */ f32 mDemoCamBank;
222 /* 0x077C */ f32 field_0x77c;
223 /* 0x0780 */ int mMsgNo;
224 /* 0x0784 */ fpc_ProcID mMsgID;
225 /* 0x0788 */ msg_class* mpMsg;
226 /* 0x078C */ dBgS_AcchCir mAcchCir;
227 /* 0x07CC */ dBgS_ObjAcch mAcch;
228 /* 0x09A4 */ dCcD_Stts field_0x9a4;
229 /* 0x09E0 */ dCcD_Sph mBodySphCc[2];
230 /* 0x0C50 */ dCcU_AtInfo mAtInfo;
231 /* 0x0C74 */ dCcD_Stts field_0xc74;
232 /* 0x0CB0 */ dCcD_Sph mFootCc[11];
233 /* 0x1A18 */ dCcD_Sph mFoot2Cc[11];
234 /* 0x2780 */ dCcD_Sph mCameraCc[11];
235 /* 0x34E8 */ dCcD_Cyl mRollCc;
236 /* 0x3624 */ dCcD_Sph mSwordCc[2];
237 /* 0x3894 */ u32 field_0x3894;
238 /* 0x3898 */ u32 field_0x3898;
239 /* 0x389C */ u32 field_0x389c[4];
240 /* 0x38AC */ u32 field_0x38ac[2];
241 /* 0x38B4 */ u32 field_0x38b4;
242 /* 0x38B8 */ u8 mInitHIO;
243
245 /* BCK */
246 /* 0x07 */ BCK_ZAN_DAMAGEL_A = 7,
249 /* 0x0A */ BCK_ZAN_FAINT,
250 /* 0x0B */ BCK_ZAN_FALL,
263 /* 0x18 */ BCK_ZAN_HUGE,
265 /* 0x1A */ BCK_ZAN_JUMP_A,
266 /* 0x1B */ BCK_ZAN_JUMP_B,
267 /* 0x1C */ BCK_ZAN_LANDING,
281 /* 0x2A */ BCK_ZAN_OP_1,
282 /* 0x2B */ BCK_ZAN_OP_2,
283 /* 0x2C */ BCK_ZAN_OP_3,
284 /* 0x2D */ BCK_ZAN_OP_RISE,
285 /* 0x2E */ BCK_ZAN_SHIND_L,
286 /* 0x2F */ BCK_ZAN_SHIND_R,
287 /* 0x30 */ BCK_ZAN_SPIN,
292 /* 0x35 */ BCK_ZAN_SWIM,
298 /* 0x3B */ BCK_ZAN_SW_WAIT,
299 /* 0x3C */ BCK_ZAN_SW_WALK,
304 /* 0x41 */ BCK_ZAN_WAIT,
306 /* 0x43 */ BCK_ZZ_CLOSE,
307 /* 0x44 */ BCK_ZZ_OPEN,
308
309 /* BMDR */
310 /* 0x47 */ BMDR_EF_TK2BALL = 0x47,
311 /* 0x48 */ BMDR_ZAN,
315 /* 0x4C */ BMDR_ZZ,
316
317 /* BRK */
318 /* 0x4F */ BRK_ZAN_MAHOJIN_END = 0x4F,
319 /* 0x50 */ BRK_ZZ,
320
321 /* BTK */
322 /* 0x53 */ BTK_ZAN_MAHOJIN = 0x53,
324
325 /* DZB */
326 /* 0x57 */ DZB_ZZ = 0x57,
327 };
328};
329
330STATIC_ASSERT(sizeof(daB_ZANT_c) == 0x38BC);
331
333public:
335 virtual ~daB_ZANT_HIO_c() {}
336
337 /* 0x04 */ s8 field_0x4;
338 /* 0x08 */ f32 mModelSize;
340 /* 0x10 */ f32 mDemoWarpTime;
341 /* 0x14 */ f32 mPlayWarpTime;
344 /* 0x20 */ f32 mBulletNum;
345 /* 0x24 */ f32 mBulletSpeed;
347 /* 0x2C */ f32 mMahojinSize;
353};
354
355#endif /* D_A_B_ZANT_H */
Definition J3DJoint.h:63
Definition J3DModel.h:43
Definition Z2Creature.h:37
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
Definition d_a_b_zant.h:332
f32 mPlayWarpTime
Definition d_a_b_zant.h:341
daB_ZANT_HIO_c()
Definition d_a_b_zant.cpp:186
f32 mDemoWarpTime
Definition d_a_b_zant.h:340
f32 mAppearAnmSpeed
Definition d_a_b_zant.h:351
f32 mBulletSpeed
Definition d_a_b_zant.h:345
f32 mMahojinWaitTime
Definition d_a_b_zant.h:339
f32 mAttackAnmSpeed
Definition d_a_b_zant.h:343
f32 mSwordAttackSize
Definition d_a_b_zant.h:342
virtual ~daB_ZANT_HIO_c()
Definition d_a_b_zant.h:335
f32 mMahojinOffsetY
Definition d_a_b_zant.h:349
f32 mMahojinOffsetX
Definition d_a_b_zant.h:348
f32 mDisappearAnmSpeed
Definition d_a_b_zant.h:352
f32 mBulletSpeedUnderwater
Definition d_a_b_zant.h:346
f32 mBulletNum
Definition d_a_b_zant.h:344
f32 mModelSize
Definition d_a_b_zant.h:338
f32 mMahojinOffsetZ
Definition d_a_b_zant.h:350
s8 field_0x4
Definition d_a_b_zant.h:337
f32 mMahojinSize
Definition d_a_b_zant.h:347
Zant.
Definition d_a_b_zant.h:19
int field_0x6f4
Definition d_a_b_zant.h:174
mDoExt_McaMorfSO * mpModelMorf
Definition d_a_b_zant.h:140
void executeOpening()
Definition d_a_b_zant.cpp:1325
void initNextRoom()
Definition d_a_b_zant.cpp:4559
int field_0x6f0
Definition d_a_b_zant.h:173
u8 mCorrectMobileNo
Definition d_a_b_zant.h:216
void executeIceDemo()
Definition d_a_b_zant.cpp:2470
void executeIceStep()
Definition d_a_b_zant.cpp:2654
void executeMonkeyDamage()
Definition d_a_b_zant.cpp:3438
void executeFly()
Definition d_a_b_zant.cpp:1666
bool setNextDamageMode(int)
Definition d_a_b_zant.cpp:718
mDoExt_btkAnm * mpMahojinStartBtk2
Definition d_a_b_zant.h:149
u8 field_0x704
Definition d_a_b_zant.h:186
dCcU_AtInfo mAtInfo
Definition d_a_b_zant.h:230
void ice_damage_check()
Definition d_a_b_zant.cpp:620
bool checkBck(int)
Definition d_a_b_zant.cpp:315
void action()
Definition d_a_b_zant.cpp:4914
u8 field_0x708
Definition d_a_b_zant.h:190
int checkDamageType()
Definition d_a_b_zant.cpp:347
cXyz field_0x5dc
Definition d_a_b_zant.h:150
dCcD_Sph mFoot2Cc[11]
Definition d_a_b_zant.h:233
u32 field_0x3894
Definition d_a_b_zant.h:237
fpc_ProcID mMsgID
Definition d_a_b_zant.h:224
void setMonkeyFallEffect()
Definition d_a_b_zant.cpp:924
void setActionMode(int, int)
Definition d_a_b_zant.cpp:319
mDoExt_btkAnm * mpMahojinBtk
Definition d_a_b_zant.h:146
void setFarPillarPos()
Definition d_a_b_zant.cpp:3102
cXyz mDemoCamEye
Definition d_a_b_zant.h:219
u8 field_0x709
Definition d_a_b_zant.h:191
s16 mNeckRotX
Definition d_a_b_zant.h:213
s16 field_0x6f8
Definition d_a_b_zant.h:175
s16 mBackboneRotZ
Definition d_a_b_zant.h:214
u8 mTakenBigDmg
Definition d_a_b_zant.h:207
void executeSmallAttack()
Definition d_a_b_zant.cpp:969
int field_0x6ec
Definition d_a_b_zant.h:172
mDoExt_btkAnm * mpMahojinStartBtk
Definition d_a_b_zant.h:147
cXyz mFlyWarpPos
Definition d_a_b_zant.h:156
f32 mMahojin2Size
Definition d_a_b_zant.h:153
dCcD_Sph mFootCc[11]
Definition d_a_b_zant.h:232
void calcRoomChangeCamera(int)
Definition d_a_b_zant.cpp:4516
bool checkAvoidWeapon(int)
Definition d_a_b_zant.cpp:773
bool checkBigDamage()
Definition d_a_b_zant.cpp:330
s16 field_0x6ba
Definition d_a_b_zant.h:159
request_of_phase_process_class mPhase
Definition d_a_b_zant.h:139
J3DModel * mpMahojinModel2
Definition d_a_b_zant.h:144
int mLastAction
Definition d_a_b_zant.h:167
static int JointCallBack(J3DJoint *, int)
Definition d_a_b_zant.cpp:224
u32 field_0x3898
Definition d_a_b_zant.h:238
int create()
Definition d_a_b_zant.cpp:5470
u8 field_0x70d
Definition d_a_b_zant.h:195
u8 field_0x702
Definition d_a_b_zant.h:184
Z2CreatureEnemy mSound
Definition d_a_b_zant.h:154
void executeLastStartDemo()
Definition d_a_b_zant.cpp:3648
void executeHook()
Definition d_a_b_zant.cpp:1863
u32 mShadowKey
Definition d_a_b_zant.h:169
u8 mFightCycle
Definition d_a_b_zant.h:208
f32 getMagicSpeed()
Definition d_a_b_zant.cpp:961
f32 field_0x6cc
Definition d_a_b_zant.h:164
u8 field_0x711
Definition d_a_b_zant.h:199
void setTgHitBit(int)
Definition d_a_b_zant.cpp:816
u8 mFightPhase
Definition d_a_b_zant.h:177
s16 field_0x6b8
Definition d_a_b_zant.h:158
u16 field_0x6e4
Definition d_a_b_zant.h:170
u8 mFlyWarpPosID
Definition d_a_b_zant.h:180
u8 mSwbit
Definition d_a_b_zant.h:176
u8 field_0x71b
Definition d_a_b_zant.h:209
void setTgType(u32)
Definition d_a_b_zant.cpp:865
void executeIceJump()
Definition d_a_b_zant.cpp:2518
void setIceLandingEffect(int)
Definition d_a_b_zant.cpp:891
void executeWater()
Definition d_a_b_zant.cpp:1897
J3DModel * mpSwordLModel
Definition d_a_b_zant.h:141
void setNextPillarPos()
Definition d_a_b_zant.cpp:3160
void checkPillarSwing()
Definition d_a_b_zant.cpp:3211
void setLastWarp(int, int)
Definition d_a_b_zant.cpp:3490
int draw()
Definition d_a_b_zant.cpp:248
void setBck(int, u8, f32, f32)
Definition d_a_b_zant.cpp:311
fpc_ProcID mPillarIDs[9]
Definition d_a_b_zant.h:218
f32 field_0x77c
Definition d_a_b_zant.h:222
void mtx_set()
Definition d_a_b_zant.cpp:5119
void cc_ice_set()
Definition d_a_b_zant.cpp:5205
void damage_check()
Definition d_a_b_zant.cpp:415
u8 field_0x707
Definition d_a_b_zant.h:189
dCcD_Sph mSwordCc[2]
Definition d_a_b_zant.h:236
daB_ZANT_DMGTYPE
Definition d_a_b_zant.h:60
@ DMGTYPE_SWORD
Definition d_a_b_zant.h:61
@ DMGTYPE_MISC
Definition d_a_b_zant.h:62
@ DMGTYPE_BOOMERANG
Definition d_a_b_zant.h:63
@ DMGTYPE_OBJ
Definition d_a_b_zant.h:64
@ DMGTYPE_HOOK_OI
Definition d_a_b_zant.h:65
void setBaseActionMode(int)
Definition d_a_b_zant.cpp:4811
f32 mModelScaleY
Definition d_a_b_zant.h:162
int doZantMessage()
Definition d_a_b_zant.cpp:875
J3DModel * mpMahojinModel
Definition d_a_b_zant.h:143
int mModeTimer
Definition d_a_b_zant.h:171
void setWaterBubble()
Definition d_a_b_zant.cpp:916
void setDamageSe(dCcD_Sph *, int)
Definition d_a_b_zant.cpp:371
u8 field_0x717
Definition d_a_b_zant.h:205
u8 field_0x70f
Definition d_a_b_zant.h:197
dCcD_Stts field_0xc74
Definition d_a_b_zant.h:231
u8 field_0x713
Definition d_a_b_zant.h:201
f32 mModelScaleXZ
Definition d_a_b_zant.h:161
void setZantMessage(int)
Definition d_a_b_zant.cpp:870
void cc_set()
Definition d_a_b_zant.cpp:5162
u32 field_0x38ac[2]
Definition d_a_b_zant.h:240
dCcD_Cyl mRollCc
Definition d_a_b_zant.h:235
u8 mMahojin2AnmMode
Definition d_a_b_zant.h:152
f32 field_0x6bc
Definition d_a_b_zant.h:160
u8 mInitHIO
Definition d_a_b_zant.h:242
void setCoHitBit(int)
Definition d_a_b_zant.cpp:826
int execute()
Definition d_a_b_zant.cpp:5313
daB_ZANT_ACTION
Definition d_a_b_zant.h:21
@ ACT_ICE_DAMAGE
Definition d_a_b_zant.h:36
@ ACT_LAST_DAMAGE
Definition d_a_b_zant.h:43
@ ACT_WARP
Definition d_a_b_zant.h:23
@ ACT_MONKEY
Definition d_a_b_zant.h:37
@ ACT_LAST_END_DEMO
Definition d_a_b_zant.h:44
@ ACT_SMALL_ATTACK
Definition d_a_b_zant.h:22
@ ACT_SIMA_JUMP
Definition d_a_b_zant.h:32
@ ACT_CONFUSE
Definition d_a_b_zant.h:25
@ ACT_FLY_GROUND
Definition d_a_b_zant.h:28
@ ACT_DAMAGE
Definition d_a_b_zant.h:24
@ ACT_OPENING
Definition d_a_b_zant.h:26
@ ACT_FLY
Definition d_a_b_zant.h:27
@ ACT_ICE_JUMP
Definition d_a_b_zant.h:34
@ ACT_LAST_START_DEMO
Definition d_a_b_zant.h:40
@ ACT_LAST_ATTACK
Definition d_a_b_zant.h:41
@ ACT_SWIM
Definition d_a_b_zant.h:31
@ ACT_ROOM_CHANGE
Definition d_a_b_zant.h:45
@ ACT_ICE_DEMO
Definition d_a_b_zant.h:33
@ ACT_LAST_TIRED
Definition d_a_b_zant.h:42
@ ACT_WATER
Definition d_a_b_zant.h:29
@ ACT_HOOK
Definition d_a_b_zant.h:30
@ ACT_MONKEY_DAMAGE
Definition d_a_b_zant.h:39
@ ACT_ICE_STEP
Definition d_a_b_zant.h:35
@ ACT_MONKEY_FALL
Definition d_a_b_zant.h:38
u8 field_0x6fc
Definition d_a_b_zant.h:178
u8 field_0x6ff
Definition d_a_b_zant.h:181
u8 field_0x714
Definition d_a_b_zant.h:202
void executeMonkeyFall()
Definition d_a_b_zant.cpp:3364
void executeRoomChange()
Definition d_a_b_zant.cpp:4613
dBgS_AcchCir mAcchCir
Definition d_a_b_zant.h:226
fpc_ProcID mMobileIDs[4]
Definition d_a_b_zant.h:217
msg_class * mpMsg
Definition d_a_b_zant.h:225
void setNextPillarInfo(int)
Definition d_a_b_zant.cpp:3148
bool calcScale(int)
Definition d_a_b_zant.cpp:1094
u8 field_0x706
Definition d_a_b_zant.h:188
mDoExt_brkAnm * mpMahojinBrk2
Definition d_a_b_zant.h:148
u8 field_0x718
Definition d_a_b_zant.h:206
void executeLastEndDemo()
Definition d_a_b_zant.cpp:4345
u32 field_0x38b4
Definition d_a_b_zant.h:241
f32 mSwordSize
Definition d_a_b_zant.h:165
J3DModel * mpSwordRModel
Definition d_a_b_zant.h:142
u8 mMahojinAnmMode
Definition d_a_b_zant.h:151
f32 mDemoCamBank
Definition d_a_b_zant.h:221
void executeMonkey()
Definition d_a_b_zant.cpp:3226
u8 field_0x70e
Definition d_a_b_zant.h:196
void executeIceDamage()
Definition d_a_b_zant.cpp:2886
bool checkSwimLinkNearMouth()
Definition d_a_b_zant.cpp:1817
dCcD_Stts field_0x9a4
Definition d_a_b_zant.h:228
void executeLastAttack()
Definition d_a_b_zant.cpp:3763
dCcD_Sph mCameraCc[11]
Definition d_a_b_zant.h:234
void executeWarp()
Definition d_a_b_zant.cpp:1119
u8 field_0x70c
Definition d_a_b_zant.h:194
u8 field_0x70a
Definition d_a_b_zant.h:192
u8 field_0x700[0x0701 - 0x0700]
Definition d_a_b_zant.h:182
u8 field_0x694[0x06A0 - 0x0694]
Definition d_a_b_zant.h:155
f32 getMagicWaterSpeed()
Definition d_a_b_zant.cpp:965
void executeDamage()
Definition d_a_b_zant.cpp:1237
u8 field_0x715
Definition d_a_b_zant.h:203
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_b_zant.cpp:205
void executeLastDamage()
Definition d_a_b_zant.cpp:4189
void executeConfuse()
Definition d_a_b_zant.cpp:1294
u8 field_0x701
Definition d_a_b_zant.h:183
u8 field_0x716
Definition d_a_b_zant.h:204
u8 field_0x712
Definition d_a_b_zant.h:200
int mMode
Definition d_a_b_zant.h:168
bool checkSwimLinkNear()
Definition d_a_b_zant.cpp:1836
cXyz field_0x6ac
Definition d_a_b_zant.h:157
void executeSwim()
Definition d_a_b_zant.cpp:2127
void calcMahojinAnime()
Definition d_a_b_zant.cpp:4469
void executeLastTired()
Definition d_a_b_zant.cpp:4159
u8 field_0x71d
Definition d_a_b_zant.h:211
void setTgShield(int)
Definition d_a_b_zant.cpp:836
u32 field_0x724
Definition d_a_b_zant.h:215
void setNearPillarPos()
Definition d_a_b_zant.cpp:3134
u8 field_0x70b
Definition d_a_b_zant.h:193
u8 field_0x705
Definition d_a_b_zant.h:187
u8 field_0x6fd
Definition d_a_b_zant.h:179
int CreateHeap()
Definition d_a_b_zant.cpp:5381
int mMsgNo
Definition d_a_b_zant.h:223
daB_ZANT_PHASE
Definition d_a_b_zant.h:48
@ PHASE_LAST
Definition d_a_b_zant.h:55
@ PHASE_MAX
Definition d_a_b_zant.h:57
@ PHASE_OI
Definition d_a_b_zant.h:52
@ PHASE_MK
Definition d_a_b_zant.h:53
@ PHASE_MG
Definition d_a_b_zant.h:51
@ PHASE_OP
Definition d_a_b_zant.h:49
@ PHASE_YO
Definition d_a_b_zant.h:54
@ PHASE_BB
Definition d_a_b_zant.h:50
void executeFlyGround()
Definition d_a_b_zant.cpp:1786
u8 field_0x71c
Definition d_a_b_zant.h:210
f32 mKankyoBlend
Definition d_a_b_zant.h:163
void executeSimaJump()
Definition d_a_b_zant.cpp:2321
mDoExt_brkAnm * mpMahojinEndBrk
Definition d_a_b_zant.h:145
void setLastRollEffect()
Definition d_a_b_zant.cpp:932
u8 field_0x703
Definition d_a_b_zant.h:185
u32 field_0x389c[4]
Definition d_a_b_zant.h:239
cXyz mDemoCamCenter
Definition d_a_b_zant.h:220
dBgS_ObjAcch mAcch
Definition d_a_b_zant.h:227
int _delete()
Definition d_a_b_zant.cpp:5363
s16 mNeckRotZ
Definition d_a_b_zant.h:212
dCcD_Sph mBodySphCc[2]
Definition d_a_b_zant.h:229
int mAction
Definition d_a_b_zant.h:166
u8 mDrawSwords
Definition d_a_b_zant.h:198
B_ZAN_RES_FILE_ID
Definition d_a_b_zant.h:244
@ BCK_ZAN_SW_ATTACKB
Definition d_a_b_zant.h:294
@ DZB_ZZ
Definition d_a_b_zant.h:326
@ BCK_ZAN_FAINT
Definition d_a_b_zant.h:249
@ BCK_ZAN_HUGE
Definition d_a_b_zant.h:263
@ BCK_ZZ_APPEARANCE
Definition d_a_b_zant.h:305
@ BRK_ZAN_MAHOJIN_END
Definition d_a_b_zant.h:318
@ BCK_ZAN_SWAMP_FALL_A
Definition d_a_b_zant.h:288
@ BCK_ZAN_FLOAT_WAIT
Definition d_a_b_zant.h:257
@ BCK_ZAN_HOOK_WAIT
Definition d_a_b_zant.h:262
@ BMDR_ZAN_SWORD_L
Definition d_a_b_zant.h:313
@ BCK_ZZ_OPEN
Definition d_a_b_zant.h:307
@ BCK_ZAN_LV1_JUMP_B
Definition d_a_b_zant.h:273
@ BCK_ZAN_OP_2
Definition d_a_b_zant.h:282
@ BCK_ZAN_FLOAT_APPEARSHORT
Definition d_a_b_zant.h:252
@ BTK_ZAN_MAHOJIN
Definition d_a_b_zant.h:322
@ BMDR_EF_TK2BALL
Definition d_a_b_zant.h:310
@ BCK_ZAN_SWIM
Definition d_a_b_zant.h:292
@ BCK_ZAN_FLOAT_DAMAGEL
Definition d_a_b_zant.h:254
@ BCK_ZAN_MAGICSHOOTA_B_C
Definition d_a_b_zant.h:278
@ BCK_ZAN_LANDING_WAIT
Definition d_a_b_zant.h:269
@ BCK_ZAN_TRAMPLEA
Definition d_a_b_zant.h:300
@ BCK_ZAN_TRAMPLEC
Definition d_a_b_zant.h:302
@ BCK_ZAN_DAMAGER_A
Definition d_a_b_zant.h:247
@ BCK_ZAN_GROUND_REACTION
Definition d_a_b_zant.h:259
@ BCK_ZAN_SWAMP_FALL_B
Definition d_a_b_zant.h:289
@ BCK_ZAN_SWAMP_LANDING
Definition d_a_b_zant.h:291
@ BCK_ZAN_LV1_FATIGUE
Definition d_a_b_zant.h:271
@ BCK_ZAN_JUMP_A
Definition d_a_b_zant.h:265
@ BCK_ZAN_HUGE_LANDING
Definition d_a_b_zant.h:264
@ BCK_ZAN_SPIN
Definition d_a_b_zant.h:287
@ BCK_ZAN_LV1_JUMP_A
Definition d_a_b_zant.h:272
@ BCK_ZAN_WAIT
Definition d_a_b_zant.h:304
@ BCK_ZAN_FALL
Definition d_a_b_zant.h:250
@ BMDR_ZAN_SWORD_R
Definition d_a_b_zant.h:314
@ BCK_ZAN_MAGICSHOOTA_C
Definition d_a_b_zant.h:279
@ BCK_ZAN_MAGICSHOOTA_B_B
Definition d_a_b_zant.h:277
@ BCK_ZAN_HOOK_RELEASE
Definition d_a_b_zant.h:261
@ BCK_ZAN_OP_3
Definition d_a_b_zant.h:283
@ BCK_ZAN_SW_DAMAGER
Definition d_a_b_zant.h:296
@ BCK_ZAN_MAGICSHOOTA_B_A
Definition d_a_b_zant.h:276
@ BCK_ZAN_LANDING_DAMAGE
Definition d_a_b_zant.h:268
@ BCK_ZAN_MAGICSHOOTA_D
Definition d_a_b_zant.h:280
@ BCK_ZAN_MAGICSHOOTA_A
Definition d_a_b_zant.h:274
@ BCK_ZAN_SW_DAMAGEL
Definition d_a_b_zant.h:295
@ BCK_ZAN_DAMAGEL_A
Definition d_a_b_zant.h:246
@ BCK_ZAN_TRAMPLEB
Definition d_a_b_zant.h:301
@ BCK_ZAN_SHIND_L
Definition d_a_b_zant.h:285
@ BCK_ZAN_SHIND_R
Definition d_a_b_zant.h:286
@ BCK_ZAN_SW_FATIGUE
Definition d_a_b_zant.h:297
@ BCK_ZAN_LAST_DEMO
Definition d_a_b_zant.h:270
@ BCK_ZAN_SW_WAIT
Definition d_a_b_zant.h:298
@ BCK_ZAN_JUMP_B
Definition d_a_b_zant.h:266
@ BCK_ZAN_SW_WALK
Definition d_a_b_zant.h:299
@ BCK_ZAN_FLOAT_WAITRETURN
Definition d_a_b_zant.h:258
@ BCK_ZAN_DIE_DEMO
Definition d_a_b_zant.h:248
@ BCK_ZAN_FLOAT_REACTION
Definition d_a_b_zant.h:256
@ BTK_ZAN_MAHOJIN_START
Definition d_a_b_zant.h:323
@ BMDR_ZZ
Definition d_a_b_zant.h:315
@ BCK_ZAN_OP_1
Definition d_a_b_zant.h:281
@ BMDR_ZAN_MAHOJIN
Definition d_a_b_zant.h:312
@ BCK_ZAN_SWAMP_FALL_LOOP
Definition d_a_b_zant.h:290
@ BCK_ZAN_TRAMPLED
Definition d_a_b_zant.h:303
@ BCK_ZZ_CLOSE
Definition d_a_b_zant.h:306
@ BCK_ZAN_FLOAT_APPEARWAIT
Definition d_a_b_zant.h:253
@ BCK_ZAN_LANDING
Definition d_a_b_zant.h:267
@ BMDR_ZAN
Definition d_a_b_zant.h:311
@ BCK_ZAN_FLOAT_DAMAGER
Definition d_a_b_zant.h:255
@ BCK_ZAN_FLOAT_APPEAR
Definition d_a_b_zant.h:251
@ BRK_ZZ
Definition d_a_b_zant.h:319
@ BCK_ZAN_OP_RISE
Definition d_a_b_zant.h:284
@ BCK_ZAN_MAGICSHOOTA_B
Definition d_a_b_zant.h:275
@ BCK_ZAN_SW_ATTACK
Definition d_a_b_zant.h:293
@ BCK_ZAN_HOOK_HIT
Definition d_a_b_zant.h:260
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
Definition m_Do_ext.h:94
Definition m_Do_ext.h:65
STATIC_ASSERT(sizeof(daB_ZANT_c)==0x38BC)
signed char s8
Definition types.h:7
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
unsigned int fpc_ProcID
Definition f_pc_base.h:10
Definition c_xyz.h:7
Definition d_cc_uty.h:20
Definition f_op_msg.h:25
Definition c_phase.h:17