Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_cr.h
Go to the documentation of this file.
1#ifndef D_A_E_CR_H
2#define D_A_E_CR_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 */ u8 field_0x5b4;
22 /* 0x5B5 */ u8 field_0x5b5;
25 /* 0x660 */ int anm;
26 /* 0x664 */ s16 lifetime;
27 /* 0x666 */ s16 action;
28 /* 0x668 */ s16 mode;
29 /* 0x66A */ u8 field_0x66A[0x678 - 0x66A];
30 /* 0x678 */ s16 angle_target;
31 /* 0x67A */ u8 field_0x67A[0x67C - 0x67A];
32 /* 0x67C */ s16 angle_to_pl;
33 /* 0x680 */ f32 dist_to_pl;
34 /* 0x684 */ s16 timers[4];
36 /* 0x68E */ s16 field_0x68e;
37 /* 0x690 */ s8 field_0x690;
38 /* 0x692 */ s16 field_0x692;
39 /* 0x694 */ s16 head_rot;
40 /* 0x696 */ s16 head_rot_target;
41 /* 0x698 */ dBgS_AcchCir acchcir;
42 /* 0x6D8 */ dBgS_ObjAcch acch;
43 /* 0x8B0 */ dCcD_Stts ccStts;
44 /* 0x8EC */ dCcD_Sph ccSph;
45 /* 0xA24 */ dCcU_AtInfo atInfo;
46 /* 0xA48 */ u32 field_0xa48;
47 /* 0xA4C */ u32 field_0xa4c;
48 /* 0xA50 */ u8 field_0xA50[0xA5C - 0xA50];
49 /* 0xA5C */ u8 HIOInit;
50};
51
52STATIC_ASSERT(sizeof(e_cr_class) == 0xa60);
53
54#endif /* D_A_E_CR_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
Bombskit (Crazy Runner)
Definition d_a_e_cr.h:17
u8 HIOInit
Definition d_a_e_cr.h:49
s16 timers[4]
Definition d_a_e_cr.h:34
u8 field_0x66A[0x678 - 0x66A]
Definition d_a_e_cr.h:29
u8 field_0x67A[0x67C - 0x67A]
Definition d_a_e_cr.h:31
u8 field_0x5b5
Definition d_a_e_cr.h:22
s8 field_0x690
Definition d_a_e_cr.h:37
dCcU_AtInfo atInfo
Definition d_a_e_cr.h:45
fopEn_enemy_c enemy
Definition d_a_e_cr.h:19
s16 field_0x68e
Definition d_a_e_cr.h:36
u8 field_0x5b4
Definition d_a_e_cr.h:21
u32 field_0xa48
Definition d_a_e_cr.h:46
s16 invulnerabilityTimer
Definition d_a_e_cr.h:35
dBgS_AcchCir acchcir
Definition d_a_e_cr.h:41
request_of_phase_process_class phase
Definition d_a_e_cr.h:20
u8 field_0xA50[0xA5C - 0xA50]
Definition d_a_e_cr.h:48
u32 field_0xa4c
Definition d_a_e_cr.h:47
Z2CreatureEnemy sound
Definition d_a_e_cr.h:24
s16 angle_target
Definition d_a_e_cr.h:30
dCcD_Stts ccStts
Definition d_a_e_cr.h:43
s16 action
Definition d_a_e_cr.h:27
mDoExt_McaMorfSO * modelMorf
Definition d_a_e_cr.h:23
s16 lifetime
Definition d_a_e_cr.h:26
s16 head_rot
Definition d_a_e_cr.h:39
f32 dist_to_pl
Definition d_a_e_cr.h:33
s16 mode
Definition d_a_e_cr.h:28
dBgS_ObjAcch acch
Definition d_a_e_cr.h:42
s16 angle_to_pl
Definition d_a_e_cr.h:32
s16 head_rot_target
Definition d_a_e_cr.h:40
s16 field_0x692
Definition d_a_e_cr.h:38
int anm
Definition d_a_e_cr.h:25
dCcD_Sph ccSph
Definition d_a_e_cr.h:44
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
STATIC_ASSERT(sizeof(e_cr_class)==0xa60)
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 d_cc_uty.h:20
Definition c_phase.h:17