Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_kk.h
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1#ifndef D_A_E_KK_H
2#define D_A_E_KK_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
10
19class daE_KK_c : public fopEn_enemy_c {
20public:
22 static int JointCallBack(J3DJoint*, int);
23 int draw();
24 void setBck(int, u8, f32, f32);
25 void setWeaponBck(int, u8, f32, f32);
26 bool mCutTypeCheck(int);
27 void setActionMode(int, int);
28 void damage_check();
29 void nextActionCheck();
30 bool way_gake_check();
31 void mDeadEffSet(cXyz&);
32 void executeWait();
33 void executeIcicleWait();
34 void executeWalk();
35 void executeSpearThrow();
36 void executeBackWalk();
37 void executeYoroke();
38 void executeGuard();
39 void executeDamage();
40 void executeAttack();
41 void executeDead();
42 void executeWeaponMove();
43 void action();
44 void mtx_set();
45 void weapon_mtx_set();
46 void cc_set();
47 int execute();
48 int _delete();
49 int CreateHeap();
50 int create();
51
52private:
57 /* 0x0660 */ s32 mActionMode;
58 /* 0x0664 */ s32 mMoveMode;
59 /* 0x0668 */ u32 mModelShadow;
60 /* 0x066C */ u32 mWeaponShadow;
61 /* 0x0670 */ s16 mTimer;
62 /* 0x0672 */ s16 field_0x672;
63 /* 0x0674 */ s16 field_0x674;
64 /* 0x0676 */ s16 mDistance;
65 /* 0x0678 */ u8 mDamageTimer;
66 /* 0x0679 */ u8 field_0x679;
67 /* 0x067A */ u8 field_0x67a;
68 /* 0x067B */ u8 field_0x67b;
69 /* 0x067C */ u8 field_0x67c;
70 /* 0x067D */ u8 field_0x67d;
71 /* 0x067E */ u8 field_0x67e;
72 /* 0x0680 */ cXyz field_0x680;
73 /* 0x068C */ cXyz field_0x68c;
74 /* 0x0698 */ cXyz field_0x698;
75 /* 0x06A4 */ cXyz field_0x6a4;
76 /* 0x06B0 */ cXyz field_0x6b0[3];
77 /* 0x06D4 */ cXyz field_0x6d4[3];
78 /* 0x06F8 */ cXyz field_0x6f8[6];
79 /* 0x0740 */ cXyz field_0x740;
80 /* 0x074C */ cXyz field_0x74c;
81 /* 0x0758 */ s16 field_0x758;
82 /* 0x075C */ f32 mMovingRange;
83 /* 0x0760 */ f32 field_0x760;
84 /* 0x0764 */ s32 field_0x764;
85 /* 0x0768 */ s32 field_0x768;
86 /* 0x076C */ u8 field_0x76c;
87 /* 0x0770 */ dBgS_AcchCir mAcchCir;
88 /* 0x07B0 */ dBgS_ObjAcch mObjAcch;
89 /* 0x0988 */ dCcD_Stts mStts;
90 /* 0x09C4 */ dCcD_Cyl mCyl;
91 /* 0x0B00 */ dCcD_Sph mSph;
92 /* 0x0C38 */ dCcU_AtInfo mAtInfo;
93 /* 0x0C5C */ dCcD_Sph mSpheres[6];
94 /* 0x13AC */ u8 mHIOInit;
95 /* 0x13AD */ u8 field_0x13ad[0x13D4 - 0x13AD];
96};
97
98STATIC_ASSERT(sizeof(daE_KK_c) == 0x13d4);
99
100#endif /* D_A_E_KK_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:461
Definition d_cc_d.h:473
Definition d_cc_d.h:269
Chilfos (Koori no Kenshi)
Definition d_a_e_kk.h:19
u8 field_0x76c
Definition d_a_e_kk.h:86
s32 field_0x764
Definition d_a_e_kk.h:84
cXyz field_0x74c
Definition d_a_e_kk.h:80
cXyz field_0x740
Definition d_a_e_kk.h:79
cXyz field_0x698
Definition d_a_e_kk.h:74
void setBck(int, u8, f32, f32)
Definition d_a_e_kk.cpp:165
s16 field_0x672
Definition d_a_e_kk.h:62
void executeYoroke()
Definition d_a_e_kk.cpp:692
u8 field_0x67c
Definition d_a_e_kk.h:69
void executeWait()
Definition d_a_e_kk.cpp:411
void damage_check()
Definition d_a_e_kk.cpp:220
u8 mDamageTimer
Definition d_a_e_kk.h:65
void setWeaponBck(int, u8, f32, f32)
Definition d_a_e_kk.cpp:171
u8 field_0x67a
Definition d_a_e_kk.h:67
s16 mDistance
Definition d_a_e_kk.h:64
void executeBackWalk()
Definition d_a_e_kk.cpp:617
void nextActionCheck()
Definition d_a_e_kk.cpp:333
u32 mWeaponShadow
Definition d_a_e_kk.h:60
f32 field_0x760
Definition d_a_e_kk.h:83
int execute()
Definition d_a_e_kk.cpp:1261
u8 field_0x67d
Definition d_a_e_kk.h:70
s16 field_0x758
Definition d_a_e_kk.h:81
bool mCutTypeCheck(int)
Definition d_a_e_kk.cpp:177
dCcD_Stts mStts
Definition d_a_e_kk.h:89
bool way_gake_check()
Definition d_a_e_kk.cpp:370
void mtx_set()
Definition d_a_e_kk.cpp:1171
cXyz field_0x6f8[6]
Definition d_a_e_kk.h:78
s32 field_0x768
Definition d_a_e_kk.h:85
mDoExt_McaMorfSO * mpWeaponMorfSO
Definition d_a_e_kk.h:55
void executeDead()
Definition d_a_e_kk.cpp:868
void cc_set()
Definition d_a_e_kk.cpp:1226
s16 mTimer
Definition d_a_e_kk.h:61
dBgS_AcchCir mAcchCir
Definition d_a_e_kk.h:87
int create()
Definition d_a_e_kk.cpp:1361
dBgS_ObjAcch mObjAcch
Definition d_a_e_kk.h:88
cXyz field_0x680
Definition d_a_e_kk.h:72
void executeSpearThrow()
Definition d_a_e_kk.cpp:540
void setActionMode(int, int)
Definition d_a_e_kk.cpp:211
u8 field_0x679
Definition d_a_e_kk.h:66
void executeIcicleWait()
Definition d_a_e_kk.cpp:436
void mDeadEffSet(cXyz &)
Definition d_a_e_kk.cpp:402
Z2CreatureEnemy mCreatureSound
Definition d_a_e_kk.h:56
u8 field_0x67e
Definition d_a_e_kk.h:71
static int JointCallBack(J3DJoint *, int)
Definition d_a_e_kk.cpp:99
dCcD_Sph mSpheres[6]
Definition d_a_e_kk.h:93
s32 mActionMode
Definition d_a_e_kk.h:57
cXyz field_0x6b0[3]
Definition d_a_e_kk.h:76
void executeWeaponMove()
Definition d_a_e_kk.cpp:915
mDoExt_McaMorfSO * mpMorfSO
Definition d_a_e_kk.h:54
u8 field_0x67b
Definition d_a_e_kk.h:68
void weapon_mtx_set()
Definition d_a_e_kk.cpp:1202
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_e_kk.cpp:82
dCcD_Sph mSph
Definition d_a_e_kk.h:91
dCcD_Cyl mCyl
Definition d_a_e_kk.h:90
cXyz field_0x6a4
Definition d_a_e_kk.h:75
u32 mModelShadow
Definition d_a_e_kk.h:59
u8 mHIOInit
Definition d_a_e_kk.h:94
void executeAttack()
Definition d_a_e_kk.cpp:787
u8 field_0x13ad[0x13D4 - 0x13AD]
Definition d_a_e_kk.h:95
f32 mMovingRange
Definition d_a_e_kk.h:82
cXyz field_0x68c
Definition d_a_e_kk.h:73
int CreateHeap()
Definition d_a_e_kk.cpp:1325
void executeGuard()
Definition d_a_e_kk.cpp:725
request_of_phase_process_class mPhaseReq
Definition d_a_e_kk.h:53
s16 field_0x674
Definition d_a_e_kk.h:63
int draw()
Definition d_a_e_kk.cpp:111
void action()
Definition d_a_e_kk.cpp:1051
int _delete()
Definition d_a_e_kk.cpp:1306
void executeWalk()
Definition d_a_e_kk.cpp:471
s32 mMoveMode
Definition d_a_e_kk.h:58
void executeDamage()
Definition d_a_e_kk.cpp:749
cXyz field_0x6d4[3]
Definition d_a_e_kk.h:77
dCcU_AtInfo mAtInfo
Definition d_a_e_kk.h:92
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
STATIC_ASSERT(sizeof(daE_KK_c)==0x13d4)
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
Definition c_xyz.h:7
Definition d_cc_uty.h:20
Definition c_phase.h:17