Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_gi.h
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1#ifndef D_A_E_GI_H
2#define D_A_E_GI_H
3
5
14class daE_GI_c : public fopEn_enemy_c {
15 /* 806CD4F4 */ void ctrlJoint(J3DJoint*, J3DModel*);
16 /* 806CD594 */ void JointCallBack(J3DJoint*, int);
17 /* 806CD5E0 */ void draw();
18 /* 806CD868 */ void setBck(int, u8, f32, f32);
19 /* 806CD90C */ void setActionMode(int, int);
20 /* 806CD938 */ void damage_check();
21 /* 806CDD1C */ void setWeaponAtBit(u8);
22 /* 806CDD8C */ void setCryStop();
23 /* 806CDED8 */ void setAttackEffect();
24 /* 806CDFB0 */ void setDragSwordEffect();
25 /* 806CE0D4 */ void setDeathSmokeEffect();
26 /* 806CE184 */ void setDamageEffect();
27 /* 806CE3C4 */ void executeSleep();
28 /* 806CE6AC */ void executeWait();
29 /* 806CE858 */ void executeChase();
30 /* 806CEC94 */ void executeAttack();
31 /* 806CF0B8 */ void executeDamage();
32 /* 806CF410 */ void executeBiteDamage();
33 /* 806CF720 */ void PushButtonCount();
34 /* 806CF878 */ void action();
35 /* 806CFB60 */ void mtx_set();
36 /* 806CFBF0 */ void cc_set();
37 /* 806CFDF4 */ void execute();
38 /* 806D0054 */ void _delete();
39 /* 806D00E8 */ void CreateHeap();
40 /* 806D027C */ void create();
41private:
42 /* 0x5ac */ u8 field_0x5ac[0x107c - 0x5ac];
43};
44
45STATIC_ASSERT(sizeof(daE_GI_c) == 0x107c);
46
48 /* 806CD48C */ daE_GI_HIO_c();
49 /* 806D098C */ ~daE_GI_HIO_c();
50};
51
52
53#endif /* D_A_E_GI_H */
Definition d_a_e_gi.h:47
~daE_GI_HIO_c()
Definition d_a_e_gi.cpp:1073
daE_GI_HIO_c()
Definition d_a_e_gi.cpp:488
Gibdo.
Definition d_a_e_gi.h:14
void create()
Definition d_a_e_gi.cpp:1015
void setActionMode(int, int)
Definition d_a_e_gi.cpp:534
void CreateHeap()
Definition d_a_e_gi.cpp:984
void _delete()
Definition d_a_e_gi.cpp:974
void PushButtonCount()
Definition d_a_e_gi.cpp:883
void setDamageEffect()
Definition d_a_e_gi.cpp:655
void executeAttack()
Definition d_a_e_gi.cpp:846
u8 field_0x5ac[0x107c - 0x5ac]
Definition d_a_e_gi.h:42
void execute()
Definition d_a_e_gi.cpp:959
void executeDamage()
Definition d_a_e_gi.cpp:873
void setCryStop()
Definition d_a_e_gi.cpp:608
void setBck(int, u8, f32, f32)
Definition d_a_e_gi.cpp:524
void setAttackEffect()
Definition d_a_e_gi.cpp:613
void executeChase()
Definition d_a_e_gi.cpp:784
void executeWait()
Definition d_a_e_gi.cpp:743
void executeBiteDamage()
Definition d_a_e_gi.cpp:878
void action()
Definition d_a_e_gi.cpp:893
void draw()
Definition d_a_e_gi.cpp:503
void JointCallBack(J3DJoint *, int)
Definition d_a_e_gi.cpp:498
void setDragSwordEffect()
Definition d_a_e_gi.cpp:640
void executeSleep()
Definition d_a_e_gi.cpp:730
void setWeaponAtBit(u8)
Definition d_a_e_gi.cpp:575
void mtx_set()
Definition d_a_e_gi.cpp:898
void ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_e_gi.cpp:493
void damage_check()
Definition d_a_e_gi.cpp:570
void cc_set()
Definition d_a_e_gi.cpp:946
void setDeathSmokeEffect()
Definition d_a_e_gi.cpp:650
Definition f_op_actor.h:249
STATIC_ASSERT(sizeof(daE_GI_c)==0x107c)
Definition d_a_hozelda.cpp:239
Definition d_a_ep.cpp:155
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8