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:
18 /* 80141A94 */ void setControllActorData();
19 /* 804A2E38 */ int createHeap();
20 /* 804A2F18 */ int create();
21 /* 804A3304 */ ~daCrod_c();
22 /* 804A34B0 */ void setRoomInfo();
23 /* 804A34B4 */ void setMatrix();
24 /* 804A3500 */ void posMove();
25 /* 804A3580 */ void setBckAnm(u16);
26 /* 804A35FC */ void setReturn();
27 /* 804A365C */ void setLightPower();
28 /* 804A36D8 */ int execute();
29 /* 804A3FD4 */ int draw();
30
32 return (fopAc_ac_c*)fopAcM_fastCreate(0x2F4, 6, &p_actor->current.pos,
34 NULL);
35 }
36
38
40
41 void setThrow() { fopAcM_SetParam(this, 2); }
43
44 static f32 getFlyInitY() { return 40.0f; }
45 static f32 getFlyInitZ() { return 50.0f; }
46
47private:
48 /* 0x568 */ J3DModel* mpBallModel;
49 /* 0x56C */ mDoExt_bckAnm mBck;
52 /* 0x590 */ dCcD_Stts mCcStts;
53 /* 0x5CC */ dCcD_Cps mAtCps;
55 /* 0x730 */ u8 field_0x730;
56 /* 0x731 */ u8 field_0x731;
57 /* 0x732 */ u8 field_0x732;
58 /* 0x734 */ cXyz field_0x734;
61}; // Size: 0x750
62
63#endif /* D_A_CROD_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition d_cc_d.h:444
Dominion Rod.
Definition d_a_crod.h:16
void setControllActorData()
dCcD_Stts mCcStts
Definition d_a_crod.h:52
dCcD_Cps mAtCps
Definition d_a_crod.h:53
int draw()
Definition d_a_crod.cpp:383
void posMove()
Definition d_a_crod.cpp:165
cXyz field_0x734
Definition d_a_crod.h:58
daPy_actorKeep_c mCameraActorKeep
Definition d_a_crod.h:60
u8 field_0x730
Definition d_a_crod.h:55
void setReturn()
Definition d_a_crod.cpp:184
void setLightPower()
Definition d_a_crod.cpp:195
int create()
Definition d_a_crod.cpp:79
static f32 getFlyInitY()
Definition d_a_crod.h:44
void offControll()
Definition d_a_crod.h:42
void setMatrix()
Definition d_a_crod.cpp:158
J3DModel * mpBallModel
Definition d_a_crod.h:48
int createHeap()
Definition d_a_crod.cpp:36
mDoExt_bckAnm mBck
Definition d_a_crod.h:49
u8 field_0x731
Definition d_a_crod.h:56
void setThrow()
Definition d_a_crod.h:41
int execute()
Definition d_a_crod.cpp:206
daPy_actorKeep_c mControllActorKeep
Definition d_a_crod.h:59
void setBckAnm(u16)
Definition d_a_crod.cpp:177
~daCrod_c()
Definition d_a_crod.cpp:138
static fopAc_ac_c * makeIronBallDummy(fopAc_ac_c *p_actor)
Definition d_a_crod.h:31
static f32 getFlyInitZ()
Definition d_a_crod.h:45
u8 field_0x732
Definition d_a_crod.h:57
fopAc_ac_c * getControllActor()
Definition d_a_crod.h:37
LIGHT_INFLUENCE mLight
Definition d_a_crod.h:54
fopAc_ac_c * getCameraActor()
Definition d_a_crod.h:39
J3DAnmTextureSRTKey * mpBallBtk
Definition d_a_crod.h:51
void setRoomInfo()
Definition d_a_crod.cpp:155
J3DAnmTevRegKey * mpBallBrk
Definition d_a_crod.h:50
void * 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_subType, createFunc i_createFunc, void *i_createFuncData)
Definition f_op_actor_mng.cpp:182
void fopAcM_SetParam(void *p_actor, u32 param)
Definition f_op_actor_mng.h:232
s8 fopAcM_GetRoomNo(const fopAc_ac_c *pActor)
Definition f_op_actor_mng.h:180
Definition d_a_obj_sekizoa.cpp:45
Definition d_a_hozelda.cpp:45
Definition d_a_ep.cpp:155
Definition d_a_ep.cpp:149
Definition d_a_hozelda.cpp:20
Definition d_a_npc_fguard.cpp:70
Definition d_a_hozelda.cpp:87
void clearData()
Definition d_a_player.cpp:231
fopAc_ac_c * getActor() const
Definition d_a_player.h:106
Definition d_a_ep.cpp:19
Definition d_a_hozelda.cpp:56
float f32
Definition types.h:22
unsigned short u16
Definition types.h:9
unsigned char u8
Definition types.h:8