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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Enumerations | |
enum | Animation { ANM_APPEAR = 4 , ANM_ATTACK01 , ANM_DAMAGE , ANM_DIE , ANM_MOVE , ANM_WAIT01 } |
enum | Joint { JNT_CENTER , JNT_BACKBONE , JNT_ARM_L1 , JNT_ARM_L2 , JNT_HAND_L , JNT_ARM_R1 , JNT_ARM_R2 , JNT_HAND_R , JNT_CLOAK1 , JNT_CLOAK2 , JNT_CLOAK3 , JNT_HEAD , JNT_NECKLESS1 , JNT_NECKLESS2 , JNT_WAIST , JNT_LEG_L1 , JNT_LEG_L2 , JNT_FOOT_L , JNT_LEG_R1 , JNT_LEG_R2 , JNT_FOOT_R } |
Functions | |
UNK_BSS (1109) UNK_BSS(1107) UNK_BSS(1105) UNK_BSS(1104) UNK_BSS(1099) UNK_BSS(1097) UNK_BSS(1095) UNK_BSS(1094) UNK_BSS(1057) UNK_BSS(1055) UNK_BSS(1053) UNK_BSS(1052) UNK_BSS(1014) UNK_BSS(1012) UNK_BSS(1010) namespace | |
static void | anm_init (e_fs_class *i_this, int i_anm, f32 i_morf, u8 i_attr, f32 i_rate) |
static int | daE_Fs_Draw (e_fs_class *i_this) |
static BOOL | way_bg_check (e_fs_class *i_this, f32 i_offset, s16 i_angle) |
static void | e_fs_appear (e_fs_class *i_this) |
static void | e_fs_wait (e_fs_class *i_this) |
static void | e_fs_move (e_fs_class *i_this) |
static void | e_fs_attack (e_fs_class *i_this) |
static void | e_fs_damage (e_fs_class *i_this) |
static void | e_fs_end (e_fs_class *i_this) |
static void | damage_check (e_fs_class *i_this) |
static bool | checkViewArea (cXyz *i_pos) |
static void | e_fs_demowait (e_fs_class *i_this) |
static void | action (e_fs_class *i_this) |
static int | daE_Fs_Execute (e_fs_class *i_this) |
static int | daE_Fs_IsDelete (e_fs_class *i_this) |
static int | daE_Fs_Delete (e_fs_class *i_this) |
static int | useHeapIe_fst (fopAc_ac_c *i_this) |
static cPhs__Step | daE_Fs_Create (fopAc_ac_c *i_this) |
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static bool | hioInit |
static daE_Fs_HIO_c | l_HIO |
AUDIO_INSTANCES | |
static actor_method_class | l_daE_Fs_Method |
actor_process_profile_definition | g_profile_E_FS |
Enemy - Puppet
enum Animation |
enum Joint |
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UNK_BSS | ( | 1109 | ) |
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AUDIO_INSTANCES |
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