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
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_FK_c : public fopEn_enemy_c {
19public:
20 int CreateHeap();
21 void initBodySph();
22 void initSwordSph();
23 void SetBodySph();
24 void SetSwordSph();
26 void SetAnm(int, int, f32, f32);
27 void Yazirushi();
28 void SpeedSet();
29 void TnNeckSet(s16);
30 void HsAngleSet();
31 void SpeedChk();
32 void SetAnmSpeed();
33 void TgChk();
34 void AtChk();
35 void OnAt();
36 void R_MoveAction();
37 void StartAction();
38 void RunAction();
39 void Action();
40 void DeathAction();
41 void DamageChk();
42 void DamageAction();
43 bool checkViewArea();
44 void AttackAction();
45 void UpDown();
46 int Execute();
47 void At_Check(int);
48 int Draw();
49 int Delete();
50 void setBaseMtx();
51 void setEfMtx();
52 void CreateChk();
53 int Create();
54
55private:
56 /* 0x5AC */ u8 field_0x5AC[0x5B1 - 0x5AC];
57 /* 0x5B1 */ u8 mUpDownMode;
58 /* 0x5B2 */ u8 field_0x5B2[0x5B6 - 0x5B2];
59 /* 0x5B6 */ s16 mCcTimer[2];
60 /* 0x5BA */ u8 field_0x5BA[0x5C0 - 0x5BA];
61 /* 0x5C0 */ int mAnm;
62 /* 0x5C4 */ s16 mTimers[4];
63 /* 0x5CC */ f32 mMaxSpeed;
64 /* 0x5D0 */ s16 field_0x5d0;
65 /* 0x5D2 */ s16 field_0x5d2;
66 /* 0x5D4 */ s16 mHNeckRot;
67 /* 0x5D6 */ u8 field_0x5D6[0x5D8 - 0x5D6];
68 /* 0x5D8 */ s16 mKNeckRot;
69 /* 0x5DC */ f32 field_0x5dc;
70 /* 0x5E0 */ u8 field_0x5E0[0x5E4 - 0x5E0];
71 /* 0x5E4 */ f32 mSize;
72 /* 0x5E8 */ f32 field_0x5e8;
73 /* 0x5EC */ u8 field_0x5EC[0x604 - 0x5EC];
74 /* 0x604 */ f32 mAlpha;
75 /* 0x608 */ u8 field_0x608[0x60C - 0x608];
76 /* 0x60C */ f32 field_0x60c;
77 /* 0x610 */ u8 field_0x610[0x615 - 0x610];
78 /* 0x615 */ u8 mAction;
79 /* 0x616 */ u8 mMode;
80 /* 0x618 */ dCcD_Sph mCcBodySph[2];
81 /* 0x888 */ dCcD_Sph mCcSwordSph[3];
84 /* 0xC3C */ J3DModel* mpEffModel;
86 /* 0xC48 */ u8 field_0xC48[0xC4C - 0xC48];
89 /* 0xD30 */ dBgS_ObjAcch mAcch;
90 /* 0xF08 */ dCcD_Stts mCcStts;
91 /* 0xF44 */ dCcU_AtInfo mAtInfo;
92 /* 0xF68 */ u8 mHIOInit;
93};
94
95STATIC_ASSERT(sizeof(daE_FK_c) == 0xf6c);
96
97#endif /* D_A_E_FK_H */
Definition J3DJoint.h:63
Definition J3DModel.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
Phantom Rider.
Definition d_a_e_fk.h:18
f32 field_0x5e8
Definition d_a_e_fk.h:72
void SpeedChk()
Definition d_a_e_fk.cpp:225
dBgS_ObjAcch mAcch
Definition d_a_e_fk.h:89
mDoExt_invisibleModel mInvisibleModel
Definition d_a_e_fk.h:83
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_e_fk.cpp:148
f32 field_0x60c
Definition d_a_e_fk.h:76
void TnNeckSet(s16)
Definition d_a_e_fk.cpp:213
s16 mTimers[4]
Definition d_a_e_fk.h:62
void OnAt()
Definition d_a_e_fk.cpp:257
int Execute()
Definition d_a_e_fk.cpp:530
dCcU_AtInfo mAtInfo
Definition d_a_e_fk.h:91
bool checkViewArea()
Definition d_a_e_fk.cpp:430
void initBodySph()
Definition d_a_e_fk.cpp:62
u8 mMode
Definition d_a_e_fk.h:79
s16 mHNeckRot
Definition d_a_e_fk.h:66
void SpeedSet()
Definition d_a_e_fk.cpp:205
void setEfMtx()
Definition d_a_e_fk.cpp:695
void setBaseMtx()
Definition d_a_e_fk.cpp:682
u8 field_0x5D6[0x5D8 - 0x5D6]
Definition d_a_e_fk.h:67
void DeathAction()
Definition d_a_e_fk.cpp:358
dBgS_AcchCir mAcchCir
Definition d_a_e_fk.h:88
void Yazirushi()
Definition d_a_e_fk.cpp:197
u8 field_0x5BA[0x5C0 - 0x5BA]
Definition d_a_e_fk.h:60
u8 field_0x5B2[0x5B6 - 0x5B2]
Definition d_a_e_fk.h:58
void SetBodySph()
Definition d_a_e_fk.cpp:113
void R_MoveAction()
Definition d_a_e_fk.cpp:290
void UpDown()
Definition d_a_e_fk.cpp:508
void SetSwordSph()
Definition d_a_e_fk.cpp:129
dCcD_Sph mCcBodySph[2]
Definition d_a_e_fk.h:80
dCcD_Stts mCcStts
Definition d_a_e_fk.h:90
u8 mAction
Definition d_a_e_fk.h:78
int Delete()
Definition d_a_e_fk.cpp:670
void HsAngleSet()
Definition d_a_e_fk.cpp:223
u8 field_0x5EC[0x604 - 0x5EC]
Definition d_a_e_fk.h:73
request_of_phase_process_class mPhase
Definition d_a_e_fk.h:85
dCcD_Sph mCcSwordSph[3]
Definition d_a_e_fk.h:81
int Create()
Definition d_a_e_fk.cpp:736
u8 mHIOInit
Definition d_a_e_fk.h:92
u8 field_0x5AC[0x5B1 - 0x5AC]
Definition d_a_e_fk.h:56
void CreateChk()
Definition d_a_e_fk.cpp:716
void SetAnmSpeed()
Definition d_a_e_fk.cpp:227
void initSwordSph()
Definition d_a_e_fk.cpp:83
void AttackAction()
Definition d_a_e_fk.cpp:444
s16 field_0x5d0
Definition d_a_e_fk.h:64
void SetAnm(int, int, f32, f32)
Definition d_a_e_fk.cpp:183
u8 field_0xC48[0xC4C - 0xC48]
Definition d_a_e_fk.h:86
int mAnm
Definition d_a_e_fk.h:61
void At_Check(int)
Definition d_a_e_fk.cpp:608
s16 mCcTimer[2]
Definition d_a_e_fk.h:59
void TgChk()
Definition d_a_e_fk.cpp:229
f32 mMaxSpeed
Definition d_a_e_fk.h:63
f32 mSize
Definition d_a_e_fk.h:71
f32 mAlpha
Definition d_a_e_fk.h:74
void RunAction()
Definition d_a_e_fk.cpp:330
void Action()
Definition d_a_e_fk.cpp:354
u8 field_0x610[0x615 - 0x610]
Definition d_a_e_fk.h:77
u8 field_0x5E0[0x5E4 - 0x5E0]
Definition d_a_e_fk.h:70
int Draw()
Definition d_a_e_fk.cpp:656
J3DModel * mpEffModel
Definition d_a_e_fk.h:84
s16 field_0x5d2
Definition d_a_e_fk.h:65
u8 mUpDownMode
Definition d_a_e_fk.h:57
f32 field_0x5dc
Definition d_a_e_fk.h:69
int CreateHeap()
Definition d_a_e_fk.cpp:37
s16 mKNeckRot
Definition d_a_e_fk.h:68
u8 field_0x608[0x60C - 0x608]
Definition d_a_e_fk.h:75
void AtChk()
Definition d_a_e_fk.cpp:248
void DamageAction()
Definition d_a_e_fk.cpp:409
mDoExt_McaMorfSO * mpModelMorf
Definition d_a_e_fk.h:82
Z2CreatureEnemy mSound
Definition d_a_e_fk.h:87
void DamageChk()
Definition d_a_e_fk.cpp:390
void StartAction()
Definition d_a_e_fk.cpp:312
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
Definition m_Do_ext.h:265
STATIC_ASSERT(sizeof(daE_FK_c)==0xf6c)
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