Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_fk.h
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1#ifndef D_A_E_FK_H
2#define D_A_E_FK_H
4
13class daE_FK_c : public fopEn_enemy_c {
14 /* 806B93CC */ void CreateHeap();
15 /* 806B9534 */ void initBodySph();
16 /* 806B95BC */ void initSwordSph();
17 /* 806B9670 */ void SetBodySph();
18 /* 806B97A4 */ void SetSwordSph();
19 /* 806B98C4 */ void ctrlJoint(J3DJoint*, J3DModel*);
20 /* 806B9A28 */ void SetAnm(int, int, f32, f32);
21 /* 806B9AD8 */ void Yazirushi();
22 /* 806B9B2C */ void SpeedSet();
23 /* 806B9BB4 */ void TnNeckSet(s16);
24 /* 806B9C14 */ void HsAngleSet();
25 /* 806B9C18 */ void SpeedChk();
26 /* 806B9C1C */ void SetAnmSpeed();
27 /* 806B9C20 */ void TgChk();
28 /* 806B9D00 */ void AtChk();
29 /* 806B9D7C */ void OnAt();
30 /* 806B9DA4 */ void R_MoveAction();
31 /* 806B9E6C */ void StartAction();
32 /* 806B9F20 */ void RunAction();
33 /* 806BA004 */ void Action();
34 /* 806BA024 */ void DeathAction();
35 /* 806BA188 */ void DamageChk();
36 /* 806BA24C */ void DamageAction();
37 /* 806BA330 */ void checkViewArea();
38 /* 806BA3B4 */ void AttackAction();
39 /* 806BA61C */ void UpDown();
40 /* 806BA6EC */ void Execute();
41 /* 806BABB8 */ void At_Check(int);
42 /* 806BACEC */ void Draw();
43 /* 806BADB4 */ void Delete();
44 /* 806BAE1C */ void setBaseMtx();
45 /* 806BAEB0 */ void setEfMtx();
46 /* 806BAF74 */ void CreateChk();
47 /* 806BB004 */ void Create();
48private:
49 /* 0x5ac */ u8 field_0x5ac[0xf6c - 0x5ac];
50};
51
52STATIC_ASSERT(sizeof(daE_FK_c) == 0xf6c);
53
55 /* 806B938C */ daE_FK_HIO_c();
56 /* 806BB594 */ ~daE_FK_HIO_c();
57};
58
59
60#endif /* D_A_E_FK_H */
Definition d_a_e_fk.h:54
~daE_FK_HIO_c()
Definition d_a_e_fk.cpp:956
daE_FK_HIO_c()
Definition d_a_e_fk.cpp:284
Phantom Rider.
Definition d_a_e_fk.h:13
void SpeedChk()
Definition d_a_e_fk.cpp:570
void TnNeckSet(s16)
Definition d_a_e_fk.cpp:560
void OnAt()
Definition d_a_e_fk.cpp:590
void initBodySph()
Definition d_a_e_fk.cpp:320
void Create()
Definition d_a_e_fk.cpp:916
u8 field_0x5ac[0xf6c - 0x5ac]
Definition d_a_e_fk.h:49
void SpeedSet()
Definition d_a_e_fk.cpp:555
void setEfMtx()
Definition d_a_e_fk.cpp:843
void setBaseMtx()
Definition d_a_e_fk.cpp:838
void DeathAction()
Definition d_a_e_fk.cpp:732
void Execute()
Definition d_a_e_fk.cpp:813
void Yazirushi()
Definition d_a_e_fk.cpp:538
void SetBodySph()
Definition d_a_e_fk.cpp:450
void R_MoveAction()
Definition d_a_e_fk.cpp:667
void UpDown()
Definition d_a_e_fk.cpp:803
void SetSwordSph()
Definition d_a_e_fk.cpp:477
void HsAngleSet()
Definition d_a_e_fk.cpp:565
void CreateChk()
Definition d_a_e_fk.cpp:883
void SetAnmSpeed()
Definition d_a_e_fk.cpp:575
void initSwordSph()
Definition d_a_e_fk.cpp:339
void AttackAction()
Definition d_a_e_fk.cpp:783
void checkViewArea()
Definition d_a_e_fk.cpp:762
void SetAnm(int, int, f32, f32)
Definition d_a_e_fk.cpp:514
void ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_e_fk.cpp:493
void At_Check(int)
Definition d_a_e_fk.cpp:818
void TgChk()
Definition d_a_e_fk.cpp:580
void RunAction()
Definition d_a_e_fk.cpp:707
void Action()
Definition d_a_e_fk.cpp:712
void Delete()
Definition d_a_e_fk.cpp:833
void AtChk()
Definition d_a_e_fk.cpp:585
void DamageAction()
Definition d_a_e_fk.cpp:742
void CreateHeap()
Definition d_a_e_fk.cpp:296
void DamageChk()
Definition d_a_e_fk.cpp:737
void StartAction()
Definition d_a_e_fk.cpp:694
void Draw()
Definition d_a_e_fk.cpp:828
Definition f_op_actor.h:249
STATIC_ASSERT(sizeof(daE_FK_c)==0xf6c)
Definition d_a_hozelda.cpp:239
Definition d_a_ep.cpp:155
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned char u8
Definition types.h:8