Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_crod.h
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1#ifndef D_A_CROD_H
2#define D_A_CROD_H
3
5#include "d/d_cc_d.h"
7
16class daCrod_c : public fopAc_ac_c {
17public:
22
23 int createHeap();
24 int create();
25 ~daCrod_c();
26 void setRoomInfo();
27 void setMatrix();
28 void posMove();
29 void setBckAnm(u16);
30 void setReturn();
31 void setLightPower();
32 int execute();
33 int draw();
34
36 return (fopAc_ac_c*)fopAcM_fastCreate(0x2F4, 6, &p_actor->current.pos,
37 fopAcM_GetRoomNo(p_actor), NULL, NULL, -1, NULL,
38 NULL);
39 }
40
42
44
45 void setThrow() { fopAcM_SetParam(this, 2); }
47
48 static f32 getFlyInitY() { return 40.0f; }
49 static f32 getFlyInitZ() { return 50.0f; }
50
51private:
52 /* 0x568 */ J3DModel* mpBallModel;
53 /* 0x56C */ mDoExt_bckAnm mBck;
56 /* 0x590 */ dCcD_Stts mCcStts;
57 /* 0x5CC */ dCcD_Cps mAtCps;
59 /* 0x730 */ u8 field_0x730;
60 /* 0x731 */ u8 field_0x731;
61 /* 0x732 */ u8 field_0x732;
62 /* 0x734 */ cXyz field_0x734;
65}; // Size: 0x750
66
67#endif /* D_A_CROD_H */
Definition J3DAnimation.h:672
Definition J3DAnimation.h:578
Definition J3DModel.h:43
Definition d_cc_d.h:441
Definition d_cc_d.h:269
Dominion Rod.
Definition d_a_crod.h:16
void setControllActorData()
Definition d_a_crod.h:18
dCcD_Stts mCcStts
Definition d_a_crod.h:56
dCcD_Cps mAtCps
Definition d_a_crod.h:57
int draw()
Definition d_a_crod.cpp:362
void posMove()
Definition d_a_crod.cpp:152
cXyz field_0x734
Definition d_a_crod.h:62
daPy_actorKeep_c mCameraActorKeep
Definition d_a_crod.h:64
u8 field_0x730
Definition d_a_crod.h:59
void setReturn()
Definition d_a_crod.cpp:167
void setLightPower()
Definition d_a_crod.cpp:177
int create()
Definition d_a_crod.cpp:72
static f32 getFlyInitY()
Definition d_a_crod.h:48
void offControll()
Definition d_a_crod.h:46
void setMatrix()
Definition d_a_crod.cpp:146
J3DModel * mpBallModel
Definition d_a_crod.h:52
int createHeap()
Definition d_a_crod.cpp:34
mDoExt_bckAnm mBck
Definition d_a_crod.h:53
u8 field_0x731
Definition d_a_crod.h:60
void setThrow()
Definition d_a_crod.h:45
int execute()
Definition d_a_crod.cpp:187
daPy_actorKeep_c mControllActorKeep
Definition d_a_crod.h:63
void setBckAnm(u16)
Definition d_a_crod.cpp:161
~daCrod_c()
Definition d_a_crod.cpp:129
static fopAc_ac_c * makeIronBallDummy(fopAc_ac_c *p_actor)
Definition d_a_crod.h:35
static f32 getFlyInitZ()
Definition d_a_crod.h:49
u8 field_0x732
Definition d_a_crod.h:61
fopAc_ac_c * getControllActor()
Definition d_a_crod.h:41
LIGHT_INFLUENCE mLight
Definition d_a_crod.h:58
fopAc_ac_c * getCameraActor()
Definition d_a_crod.h:43
J3DAnmTextureSRTKey * mpBallBtk
Definition d_a_crod.h:55
void setRoomInfo()
Definition d_a_crod.cpp:144
J3DAnmTevRegKey * mpBallBrk
Definition d_a_crod.h:54
Definition d_a_player.h:99
void clearData()
Definition d_a_player.cpp:206
fopAc_ac_c * getActor() const
Definition d_a_player.h:109
void setActor()
Definition d_a_player.cpp:185
Definition f_op_actor.h:230
actor_place current
Definition f_op_actor.h:251
Definition m_Do_ext.h:151
float f32
Definition types.h:25
unsigned short int u16
Definition types.h:10
unsigned char u8
Definition types.h:8
fopAc_ac_c * fopAcM_fastCreate(s16 i_procName, u32 i_parameters, const cXyz *i_pos, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, s8 i_argument, createFunc i_createFunc, void *i_createFuncData)
Definition f_op_actor_mng.cpp:241
void fopAcM_SetParam(void *i_actor, u32 param)
Definition f_op_actor_mng.h:200
s8 fopAcM_GetRoomNo(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:144
Definition d_kankyo.h:17
cXyz pos
Definition f_op_actor.h:205
Definition c_xyz.h:7