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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_ai.h
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1#ifndef D_A_E_AI_H
2#define D_A_E_AI_H
4
13class e_ai_class : public fopEn_enemy_c {
14 /* 806791BC */ void initCcCylinder();
15 /* 80679284 */ void setCcCylinder();
16 /* 80679350 */ void anm_init(int, f32, u8, f32);
17 /* 806793FC */ void Draw();
18 /* 806794F4 */ void player_way_check();
19 /* 80679538 */ void other_bg_check(fopAc_ac_c*);
20 /* 80679610 */ void pl_check(f32, s16);
21 /* 8067968C */ void damage_check();
22 /* 80679DC8 */ void e_ai_damage();
23 /* 8067A2CC */ void e_ai_attack();
24 /* 8067A54C */ void e_ai_move();
25 /* 8067AA48 */ void e_ai_wait();
26 /* 8067ACA0 */ void e_ai_return();
27 /* 8067B024 */ void action();
28 /* 8067B2B0 */ void PlayerWaySet();
29 /* 8067B31C */ void AttentionSet();
30 /* 8067B378 */ void Execute();
31 /* 8067B598 */ void setBaseMtx();
32 /* 8067B620 */ void Delete();
33 /* 8067B6F0 */ void CreateHeap();
34 /* 8067B8E4 */ void Create();
35 /* 8067BAEC */ e_ai_class();
36private:
37 /* 0x5ac */ u8 field_0x5ac[0xd44 - 0x5ac];
38};
39
40STATIC_ASSERT(sizeof(e_ai_class) == 0xd44);
41
43 /* 8067916C */ daE_AI_HIO_c();
44 /* 8067BF40 */ ~daE_AI_HIO_c();
45};
46
47
48#endif /* D_A_E_AI_H */
Definition d_a_e_ai.h:42
~daE_AI_HIO_c()
Definition d_a_e_ai.cpp:772
daE_AI_HIO_c()
Definition d_a_e_ai.cpp:315
Armos.
Definition d_a_e_ai.h:13
void anm_init(int, f32, u8, f32)
Definition d_a_e_ai.cpp:376
void setBaseMtx()
Definition d_a_e_ai.cpp:633
void CreateHeap()
Definition d_a_e_ai.cpp:663
e_ai_class()
Definition d_a_e_ai.cpp:720
void initCcCylinder()
Definition d_a_e_ai.cpp:347
void e_ai_damage()
Definition d_a_e_ai.cpp:503
void setCcCylinder()
Definition d_a_e_ai.cpp:360
void other_bg_check(fopAc_ac_c *)
Definition d_a_e_ai.cpp:400
void e_ai_move()
Definition d_a_e_ai.cpp:542
void Execute()
Definition d_a_e_ai.cpp:628
void e_ai_attack()
Definition d_a_e_ai.cpp:516
void Draw()
Definition d_a_e_ai.cpp:389
u8 field_0x5ac[0xd44 - 0x5ac]
Definition d_a_e_ai.h:37
void PlayerWaySet()
Definition d_a_e_ai.cpp:570
void action()
Definition d_a_e_ai.cpp:565
void damage_check()
Definition d_a_e_ai.cpp:432
void AttentionSet()
Definition d_a_e_ai.cpp:580
void e_ai_return()
Definition d_a_e_ai.cpp:552
void e_ai_wait()
Definition d_a_e_ai.cpp:547
void pl_check(f32, s16)
Definition d_a_e_ai.cpp:405
void Create()
Definition d_a_e_ai.cpp:715
void player_way_check()
Definition d_a_e_ai.cpp:394
void Delete()
Definition d_a_e_ai.cpp:638
Definition f_op_actor.h:255
STATIC_ASSERT(sizeof(e_ai_class)==0xd44)
Definition d_a_hozelda.cpp:74
signed short int s16
Definition types.h:6
float f32
Definition types.h:22
unsigned char u8
Definition types.h:5