Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_bs.h
Go to the documentation of this file.
1#ifndef D_A_E_BS_H
2#define D_A_E_BS_H
3
5#include "d/d_bg_s_acch.h"
6#include "d/d_cc_d.h"
7#include "d/d_cc_uty.h"
8
18public:
19 /* 0x000 */ fopEn_enemy_c enemy;
21 /* 0x5B4 */ s16 mode;
22 /* 0x5B6 */ u8 prm0;
23 /* 0x5B7 */ u8 prm1;
24 /* 0x5B8 */ u8 field_0x5B8[0x5C8 - 0x5B8];
25 /* 0x5C8 */ s16 field_0x5c8;
27 /* 0x5D0 */ int anm;
30 /* 0x67C */ s16 counter;
31 /* 0x67E */ s16 action;
32 /* 0x680 */ f32 player_dist;
33 /* 0x684 */ s16 angleY_to_player;
34 /* 0x686 */ s16 angleX_to_player;
36 /* 0x68C */ f32 appear_range;
37 /* 0x690 */ f32 field_0x690;
38 /* 0x694 */ s8 is_draw_shadow;
39 /* 0x698 */ u32 shadowId;
40 /* 0x69C */ s16 timers[4];
42 /* 0x6A6 */ s8 is_wep_attack;
43 /* 0x6A7 */ s8 field_0x6a7;
44 /* 0x6A8 */ s8 field_0x6a8;
45 /* 0x6AA */ s16 field_0x6aa;
46 /* 0x6AC */ s16 head_rot_y;
47 /* 0x6AE */ s16 field_0x6ae;
48 /* 0x6B0 */ s16 head_rot_z;
49 /* 0x6B2 */ s16 field_0x6b2;
50 /* 0x6B4 */ s16 field_0x6b4;
51 /* 0x6B8 */ f32 field_0x6b8;
52 /* 0x6BC */ s16 field_0x6bc;
53 /* 0x6BE */ u8 field_0x6BE[0x6C8 - 0x6BE];
54 /* 0x6C8 */ cXyz field_0x6c8;
55 /* 0x6D4 */ u8 field_0x6D4[0x6D8 - 0x6D4];
56 /* 0x6D8 */ dBgS_AcchCir acchcir;
57 /* 0x718 */ dBgS_ObjAcch acch;
58 /* 0x8F0 */ dCcD_Stts ccStts;
59 /* 0x92C */ dCcD_Sph ccSph[2];
60 /* 0xB9C */ dCcD_Sph atSph;
61 /* 0xCD4 */ dCcU_AtInfo atInfo;
62 /* 0xCF8 */ u8 HIOInit;
63};
64
65STATIC_ASSERT(sizeof(e_bs_class) == 0xcfc);
66
67#endif /* D_A_E_BS_H */
Definition Z2Creature.h:37
Definition d_bg_s_acch.h:15
Definition d_bg_s_acch.h:247
Definition d_cc_d.h:473
Definition d_cc_d.h:269
Stalkin (Baby Stal)
Definition d_a_e_bs.h:17
mDoExt_McaMorf * weponModelMorf
Definition d_a_e_bs.h:28
s16 field_0x6aa
Definition d_a_e_bs.h:45
Z2CreatureEnemy sound
Definition d_a_e_bs.h:29
dBgS_AcchCir acchcir
Definition d_a_e_bs.h:56
f32 player_dist
Definition d_a_e_bs.h:32
dCcD_Stts ccStts
Definition d_a_e_bs.h:58
u8 HIOInit
Definition d_a_e_bs.h:62
s16 field_0x6b2
Definition d_a_e_bs.h:49
s16 timers[4]
Definition d_a_e_bs.h:40
s16 mode
Definition d_a_e_bs.h:21
cXyz field_0x6c8
Definition d_a_e_bs.h:54
f32 appear_range
Definition d_a_e_bs.h:36
s16 field_0x6bc
Definition d_a_e_bs.h:52
s16 field_0x5c8
Definition d_a_e_bs.h:25
u8 prm1
Definition d_a_e_bs.h:23
u8 field_0x6BE[0x6C8 - 0x6BE]
Definition d_a_e_bs.h:53
f32 field_0x690
Definition d_a_e_bs.h:37
f32 pl_recognize_dist
Definition d_a_e_bs.h:35
s16 angleX_to_player
Definition d_a_e_bs.h:34
s16 action
Definition d_a_e_bs.h:31
s16 counter
Definition d_a_e_bs.h:30
fopEn_enemy_c enemy
Definition d_a_e_bs.h:19
dCcD_Sph ccSph[2]
Definition d_a_e_bs.h:59
s16 field_0x6ae
Definition d_a_e_bs.h:47
s16 head_rot_y
Definition d_a_e_bs.h:46
f32 field_0x6b8
Definition d_a_e_bs.h:51
u8 prm0
Definition d_a_e_bs.h:22
dCcD_Sph atSph
Definition d_a_e_bs.h:60
mDoExt_McaMorfSO * modelMorf
Definition d_a_e_bs.h:26
u8 field_0x5B8[0x5C8 - 0x5B8]
Definition d_a_e_bs.h:24
dCcU_AtInfo atInfo
Definition d_a_e_bs.h:61
s16 head_rot_z
Definition d_a_e_bs.h:48
s8 field_0x6a7
Definition d_a_e_bs.h:43
int anm
Definition d_a_e_bs.h:27
s16 invulnerabilityTimer
Definition d_a_e_bs.h:41
s8 is_wep_attack
Definition d_a_e_bs.h:42
u8 field_0x6D4[0x6D8 - 0x6D4]
Definition d_a_e_bs.h:55
request_of_phase_process_class phase
Definition d_a_e_bs.h:20
s16 angleY_to_player
Definition d_a_e_bs.h:33
s16 field_0x6b4
Definition d_a_e_bs.h:50
dBgS_ObjAcch acch
Definition d_a_e_bs.h:57
u32 shadowId
Definition d_a_e_bs.h:39
s8 field_0x6a8
Definition d_a_e_bs.h:44
s8 is_draw_shadow
Definition d_a_e_bs.h:38
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
Definition m_Do_ext.h:369
STATIC_ASSERT(sizeof(e_bs_class)==0xcfc)
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 char u8
Definition types.h:8
Definition c_xyz.h:7
Definition d_cc_uty.h:20
Definition c_phase.h:17