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#include "d/d_bg_s_acch.h"
6#include "d/d_cc_d.h"
7#include "d/d_cc_uty.h"
9
18class daE_GI_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 void setWeaponAtBit(u8);
27 bool setCryStop();
28 void setAttackEffect();
29 void setDragSwordEffect();
31 void setDamageEffect();
32 void executeSleep();
33 void executeWait();
34 void executeChase();
35 void executeAttack();
36 void executeDamage();
37 void executeBiteDamage();
38 void PushButtonCount();
39 void action();
40 void mtx_set();
41 void cc_set();
42 int execute();
43 int _delete();
44 int CreateHeap();
45 int create();
46
47 bool isBattleOn() { return mIsBattleOn; }
48 bool isAttackStart() { return mIsAttackStart; }
49
50private:
53 /* 0x05B8 */ J3DModel* mpSwordModel;
54 /* 0x05BC */ Z2CreatureEnemy mSound;
55 /* 0x0660 */ f32 mBodyDamageColor;
56 /* 0x0664 */ f32 mWallCheckRadius;
57 /* 0x0668 */ f32 field_0x668;
58 /* 0x066C */ s16 field_0x66c;
59 /* 0x0670 */ int mActionMode;
60 /* 0x0674 */ int mMoveMode;
61 /* 0x0678 */ u32 mShadowKey;
62 /* 0x067C */ u8 field_0x67C[0x067E - 0x067C];
63 /* 0x067E */ s16 field_0x67e;
64 /* 0x0680 */ int mInvulnerabilityTimer;
65 /* 0x0684 */ int field_0x684;
66 /* 0x0688 */ int field_0x688;
67 /* 0x068C */ int mPlayerStunTimer;
68 /* 0x0690 */ int mCryTimer;
69 /* 0x0694 */ int mContinuousHitTimer;
70 /* 0x0698 */ u8 field_0x698;
71 /* 0x0699 */ u8 mIsBattleOn;
72 /* 0x069A */ u8 mIsCreateAwake;
73 /* 0x069B */ u8 mDamageDirection;
74 /* 0x069C */ u8 mIsAttackStart;
75 /* 0x069D */ u8 mSwbit;
76 /* 0x069E */ u8 mSwbit2;
77 /* 0x069F */ u8 field_0x69f;
78 /* 0x06A0 */ u8 field_0x6a0;
79 /* 0x06A2 */ s16 field_0x6a2;
80 /* 0x06A4 */ u8 mWolfBiteCount;
81 /* 0x06A5 */ u8 mIsOnHeadLock;
82 /* 0x06A6 */ s16 mPrevStickAngle;
83 /* 0x06A8 */ int mPushButtonCount;
84 /* 0x06AC */ dBgS_AcchCir mAcchCir;
85 /* 0x06EC */ dBgS_ObjAcch mAcch;
86 /* 0x08C4 */ dCcD_Stts mCcStts;
87 /* 0x0900 */ dCcD_Sph mCcSph[2];
88 /* 0x0B70 */ dCcD_Sph mAtSph[4];
89 /* 0x1050 */ dCcU_AtInfo mAtInfo;
90 /* 0x1074 */ u32 mPolyColorKey;
91 /* 0x1078 */ u8 mHIOInit;
92};
93
94STATIC_ASSERT(sizeof(daE_GI_c) == 0x107c);
95
96#endif /* D_A_E_GI_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
Gibdo.
Definition d_a_e_gi.h:18
void setActionMode(int, int)
Definition d_a_e_gi.cpp:151
u32 mPolyColorKey
Definition d_a_e_gi.h:90
u8 field_0x67C[0x067E - 0x067C]
Definition d_a_e_gi.h:62
u8 field_0x69f
Definition d_a_e_gi.h:77
s16 field_0x67e
Definition d_a_e_gi.h:63
J3DModel * mpSwordModel
Definition d_a_e_gi.h:53
static int JointCallBack(J3DJoint *, int)
Definition d_a_e_gi.cpp:95
u32 mShadowKey
Definition d_a_e_gi.h:61
dCcD_Stts mCcStts
Definition d_a_e_gi.h:86
void PushButtonCount()
Definition d_a_e_gi.cpp:744
int draw()
Definition d_a_e_gi.cpp:108
void setDamageEffect()
Definition d_a_e_gi.cpp:343
request_of_phase_process_class mPhase
Definition d_a_e_gi.h:51
void executeAttack()
Definition d_a_e_gi.cpp:533
s16 field_0x6a2
Definition d_a_e_gi.h:79
s16 field_0x66c
Definition d_a_e_gi.h:58
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_e_gi.cpp:80
dCcD_Sph mCcSph[2]
Definition d_a_e_gi.h:87
Z2CreatureEnemy mSound
Definition d_a_e_gi.h:54
int execute()
Definition d_a_e_gi.cpp:909
u8 mIsOnHeadLock
Definition d_a_e_gi.h:81
u8 mIsAttackStart
Definition d_a_e_gi.h:74
void executeDamage()
Definition d_a_e_gi.cpp:619
u8 mIsBattleOn
Definition d_a_e_gi.h:71
u8 field_0x698
Definition d_a_e_gi.h:70
u8 mSwbit
Definition d_a_e_gi.h:75
void setBck(int, u8, f32, f32)
Definition d_a_e_gi.cpp:147
int mMoveMode
Definition d_a_e_gi.h:60
u8 field_0x6a0
Definition d_a_e_gi.h:78
void setAttackEffect()
Definition d_a_e_gi.cpp:309
void executeChase()
Definition d_a_e_gi.cpp:460
void executeWait()
Definition d_a_e_gi.cpp:433
bool isBattleOn()
Definition d_a_e_gi.h:47
void executeBiteDamage()
Definition d_a_e_gi.cpp:690
dCcU_AtInfo mAtInfo
Definition d_a_e_gi.h:89
u8 mHIOInit
Definition d_a_e_gi.h:91
int mPushButtonCount
Definition d_a_e_gi.h:83
bool setCryStop()
Definition d_a_e_gi.cpp:286
void action()
Definition d_a_e_gi.cpp:778
int mInvulnerabilityTimer
Definition d_a_e_gi.h:64
u8 mWolfBiteCount
Definition d_a_e_gi.h:80
dBgS_AcchCir mAcchCir
Definition d_a_e_gi.h:84
int CreateHeap()
Definition d_a_e_gi.cpp:988
int field_0x684
Definition d_a_e_gi.h:65
int field_0x688
Definition d_a_e_gi.h:66
int create()
Definition d_a_e_gi.cpp:1020
mDoExt_McaMorfSO * mpModelMorf
Definition d_a_e_gi.h:52
bool isAttackStart()
Definition d_a_e_gi.h:48
f32 mBodyDamageColor
Definition d_a_e_gi.h:55
dBgS_ObjAcch mAcch
Definition d_a_e_gi.h:85
void setDragSwordEffect()
Definition d_a_e_gi.cpp:315
void executeSleep()
Definition d_a_e_gi.cpp:375
int mPlayerStunTimer
Definition d_a_e_gi.h:67
int _delete()
Definition d_a_e_gi.cpp:969
int mActionMode
Definition d_a_e_gi.h:59
void setWeaponAtBit(u8)
Definition d_a_e_gi.cpp:270
void mtx_set()
Definition d_a_e_gi.cpp:861
int mCryTimer
Definition d_a_e_gi.h:68
void damage_check()
Definition d_a_e_gi.cpp:163
u8 mDamageDirection
Definition d_a_e_gi.h:73
f32 mWallCheckRadius
Definition d_a_e_gi.h:56
f32 field_0x668
Definition d_a_e_gi.h:57
dCcD_Sph mAtSph[4]
Definition d_a_e_gi.h:88
s16 mPrevStickAngle
Definition d_a_e_gi.h:82
u8 mSwbit2
Definition d_a_e_gi.h:76
void cc_set()
Definition d_a_e_gi.cpp:872
int mContinuousHitTimer
Definition d_a_e_gi.h:69
void setDeathSmokeEffect()
Definition d_a_e_gi.cpp:334
u8 mIsCreateAwake
Definition d_a_e_gi.h:72
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
STATIC_ASSERT(sizeof(daE_GI_c)==0x107c)
unsigned long u32
Definition types.h:12
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