Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_fb.h
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1#ifndef D_A_E_FB_H
2#define D_A_E_FB_H
3
5#include "d/d_bg_s_acch.h"
6#include "d/d_cc_d.h"
7#include "d/d_cc_uty.h"
9
18class daE_FB_c : public fopEn_enemy_c {
19public:
21 static int JointCallBack(J3DJoint*, int);
22 int draw();
23 void setBck(int, u8, f32, f32);
24 void setActionMode(int, int);
25 void damage_check();
26 bool mBgLineCheck();
27 bool search_check();
28 void executeWait();
29 void executeAttack();
30 void executeDamage();
31 void executeBullet();
32 void action();
33 void mtx_set();
34 void cc_set();
35 void normal_eff_set();
36 void dead_eff_set();
37 int execute();
38 int _delete();
39 int CreateHeap();
41 daE_FB_c();
42
43private:
47 /* 0x5C0 */ mDoExt_brkAnm* mpBrkAnm;
49 /* 0x668 */ s32 mActionMode;
50 /* 0x66C */ s32 mMoveMode;
51 /* 0x670 */ s32 field_0x670;
52 /* 0x674 */ cXyz mUnusedVec;
53 /* 0x680 */ s16 field_0x680;
54 /* 0x684 */ f32 mModelSize;
55 /* 0x688 */ u32 mShadowKey;
56 /* 0x68C */ u16 field_0x68c;
57 /* 0x68E */ u8 field_0x68e;
58 /* 0x68F */ u8 field_0x68f;
59 /* 0x690 */ u8 field_0x690;
60 /* 0x691 */ u8 swBit0;
61 /* 0x692 */ u8 swBit1;
62 /* 0x694 */ s16 mRotation;
63 /* 0x696 */ s16 field_0x696;
64 /* 0x698 */ s16 mHeadAngle;
65 /* 0x69C */ s32 field_0x69c;
66 /* 0x6A0 */ u8 mType;
69 /* 0x8BC */ dCcD_Stts mStts;
70 /* 0x8F8 */ dCcD_Sph mSphere;
71 /* 0xA30 */ dCcD_Sph mSphere2;
72 /* 0xB68 */ dCcD_Sph mAtSph;
73 /* 0xCA0 */ dCcU_AtInfo mAtInfo;
74 // !@bug Seems that the orig developers didn't size mKeys correctly, as ideally it should be len=8, not len=7:
75 /* 0xCC4 */ u32 mKeys[7];
76 /* 0xCE0 */ u8 mHIOInit;
77 /* 0xCE1 */ u8 field_0xce1[0xCE8 - 0xCE1];
78};
79
80STATIC_ASSERT(sizeof(daE_FB_c) == 0xce8);
81
83public:
85 virtual ~daE_FB_HIO_c() {}
86
87#if DEBUG
89#endif
90
91 /* 0x04 */ s8 mId;
92 /* 0x08 */ f32 model_size;
97 /* 0x16 */ s16 rotation_width_stairs; // ""Rotation width (speed) for stairs""
103};
104
105#endif /* D_A_E_FB_H */
cPhs__Step
Definition c_phase.h:8
Definition J3DJoint.h:63
Definition J3DModel.h:43
Definition JORMContext.h:120
Definition JORReflexible.h:43
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
Definition d_a_e_fb.h:82
s16 maximum_rotation_width_2
Definition d_a_e_fb.h:102
s16 color_register_1a
Definition d_a_e_fb.h:101
s16 maximum_rotation_width
Definition d_a_e_fb.h:95
s16 minimum_turning_range
Definition d_a_e_fb.h:96
s8 mId
Definition d_a_e_fb.h:91
s16 next_attack_waiting_time
Definition d_a_e_fb.h:94
f32 model_size
Definition d_a_e_fb.h:92
virtual ~daE_FB_HIO_c()
Definition d_a_e_fb.h:85
daE_FB_HIO_c()
Definition d_a_e_fb.cpp:17
s16 color_register_1g
Definition d_a_e_fb.h:99
f32 player_detection_range
Definition d_a_e_fb.h:93
s16 rotation_width_stairs
Definition d_a_e_fb.h:97
s16 color_register_1r
Definition d_a_e_fb.h:98
void genMessage(JORMContext *)
Definition d_a_e_fb.cpp:33
s16 color_register_1b
Definition d_a_e_fb.h:100
Freezard.
Definition d_a_e_fb.h:18
s16 field_0x696
Definition d_a_e_fb.h:63
mDoExt_brkAnm * mpBrkAnm
Definition d_a_e_fb.h:47
s32 field_0x69c
Definition d_a_e_fb.h:65
Z2CreatureEnemy mCreatureSound
Definition d_a_e_fb.h:48
int execute()
Definition d_a_e_fb.cpp:827
void mtx_set()
Definition d_a_e_fb.cpp:744
void damage_check()
Definition d_a_e_fb.cpp:191
cPhs__Step create()
Definition d_a_e_fb.cpp:917
static int JointCallBack(J3DJoint *, int)
Definition d_a_e_fb.cpp:111
s32 mMoveMode
Definition d_a_e_fb.h:50
s16 field_0x680
Definition d_a_e_fb.h:53
int CreateHeap()
Definition d_a_e_fb.cpp:877
mDoExt_McaMorfSO * mpMorf
Definition d_a_e_fb.h:45
void cc_set()
Definition d_a_e_fb.cpp:753
u8 field_0x690
Definition d_a_e_fb.h:59
dBgS_ObjAcch mObjAcch
Definition d_a_e_fb.h:68
s16 mHeadAngle
Definition d_a_e_fb.h:64
dCcD_Sph mSphere2
Definition d_a_e_fb.h:71
void dead_eff_set()
Definition d_a_e_fb.cpp:799
s32 mActionMode
Definition d_a_e_fb.h:49
int _delete()
Definition d_a_e_fb.cpp:854
u8 field_0xce1[0xCE8 - 0xCE1]
Definition d_a_e_fb.h:77
dBgS_AcchCir mAcchCir
Definition d_a_e_fb.h:67
mDoExt_invisibleModel mInvisibleModel
Definition d_a_e_fb.h:46
request_of_phase_process_class mPhaseReq
Definition d_a_e_fb.h:44
u8 field_0x68f
Definition d_a_e_fb.h:58
bool search_check()
Definition d_a_e_fb.cpp:291
u8 swBit0
Definition d_a_e_fb.h:60
dCcU_AtInfo mAtInfo
Definition d_a_e_fb.h:73
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_e_fb.cpp:89
int draw()
Definition d_a_e_fb.cpp:134
void setActionMode(int, int)
Definition d_a_e_fb.cpp:186
s32 field_0x670
Definition d_a_e_fb.h:51
dCcD_Sph mSphere
Definition d_a_e_fb.h:70
f32 mModelSize
Definition d_a_e_fb.h:54
void setBck(int, u8, f32, f32)
Definition d_a_e_fb.cpp:181
void executeDamage()
Definition d_a_e_fb.cpp:560
u8 mHIOInit
Definition d_a_e_fb.h:76
void action()
Definition d_a_e_fb.cpp:676
dCcD_Sph mAtSph
Definition d_a_e_fb.h:72
u8 mType
Definition d_a_e_fb.h:66
void executeWait()
Definition d_a_e_fb.cpp:317
void normal_eff_set()
Definition d_a_e_fb.cpp:776
u32 mShadowKey
Definition d_a_e_fb.h:55
bool mBgLineCheck()
Definition d_a_e_fb.cpp:277
void executeBullet()
Definition d_a_e_fb.cpp:622
u8 field_0x68e
Definition d_a_e_fb.h:57
u32 mKeys[7]
Definition d_a_e_fb.h:75
daE_FB_c()
Definition d_a_e_fb.cpp:995
dCcD_Stts mStts
Definition d_a_e_fb.h:69
void executeAttack()
Definition d_a_e_fb.cpp:381
cXyz mUnusedVec
Definition d_a_e_fb.h:52
u16 field_0x68c
Definition d_a_e_fb.h:56
s16 mRotation
Definition d_a_e_fb.h:62
u8 swBit1
Definition d_a_e_fb.h:61
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
Definition m_Do_ext.h:94
Definition m_Do_ext.h:265
STATIC_ASSERT(sizeof(daE_FB_c)==0xce8)
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 short int u16
Definition types.h:10
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
Definition c_xyz.h:7
Definition d_cc_uty.h:20
Definition c_phase.h:17