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
14class daE_KK_c : public fopEn_enemy_c {
15 /* 806FA75C */ void ctrlJoint(J3DJoint*, J3DModel*);
16 /* 806FA7FC */ void JointCallBack(J3DJoint*, int);
17 /* 806FA848 */ void draw();
18 /* 806FAA68 */ void setBck(int, u8, f32, f32);
19 /* 806FAB14 */ void setWeaponBck(int, u8, f32, f32);
20 /* 806FABC0 */ void mCutTypeCheck(int);
21 /* 806FAC80 */ void setActionMode(int, int);
22 /* 806FAC8C */ void damage_check();
23 /* 806FB2EC */ void nextActionCheck();
24 /* 806FB4F4 */ void way_gake_check();
25 /* 806FB6C0 */ void mDeadEffSet(cXyz&);
26 /* 806FB7D8 */ void executeWait();
27 /* 806FB908 */ void executeIcicleWait();
28 /* 806FBB1C */ void executeWalk();
29 /* 806FBE98 */ void executeSpearThrow();
30 /* 806FC370 */ void executeBackWalk();
31 /* 806FC75C */ void executeYoroke();
32 /* 806FC8F4 */ void executeGuard();
33 /* 806FCA28 */ void executeDamage();
34 /* 806FCC34 */ void executeAttack();
35 /* 806FD068 */ void executeDead();
36 /* 806FD294 */ void executeWeaponMove();
37 /* 806FD930 */ void action();
38 /* 806FDD0C */ void mtx_set();
39 /* 806FDF0C */ void weapon_mtx_set();
40 /* 806FE0B8 */ void cc_set();
41 /* 806FE2A8 */ void execute();
42 /* 806FE3E0 */ void _delete();
43 /* 806FE480 */ void CreateHeap();
44 /* 806FE6B8 */ void create();
45private:
46 /* 0x5ac */ u8 field_0x5ac[0x13d4 - 0x5ac];
47};
48
49STATIC_ASSERT(sizeof(daE_KK_c) == 0x13d4);
50
52 /* 806FA70C */ daE_KK_HIO_c();
53 /* 806FF0F0 */ ~daE_KK_HIO_c();
54};
55
56
57#endif /* D_A_E_KK_H */
Definition d_a_e_kk.h:51
daE_KK_HIO_c()
Definition d_a_e_kk.cpp:448
~daE_KK_HIO_c()
Definition d_a_e_kk.cpp:972
Chilfos.
Definition d_a_e_kk.h:14
void setBck(int, u8, f32, f32)
Definition d_a_e_kk.cpp:499
void create()
Definition d_a_e_kk.cpp:902
void executeYoroke()
Definition d_a_e_kk.cpp:657
void executeWait()
Definition d_a_e_kk.cpp:595
void damage_check()
Definition d_a_e_kk.cpp:536
void setWeaponBck(int, u8, f32, f32)
Definition d_a_e_kk.cpp:504
void executeBackWalk()
Definition d_a_e_kk.cpp:652
void nextActionCheck()
Definition d_a_e_kk.cpp:550
void execute()
Definition d_a_e_kk.cpp:837
void mtx_set()
Definition d_a_e_kk.cpp:807
void mCutTypeCheck(int)
Definition d_a_e_kk.cpp:509
void executeDead()
Definition d_a_e_kk.cpp:714
void cc_set()
Definition d_a_e_kk.cpp:832
void executeSpearThrow()
Definition d_a_e_kk.cpp:632
void setActionMode(int, int)
Definition d_a_e_kk.cpp:514
u8 field_0x5ac[0x13d4 - 0x5ac]
Definition d_a_e_kk.h:46
void executeIcicleWait()
Definition d_a_e_kk.cpp:600
void mDeadEffSet(cXyz &)
Definition d_a_e_kk.cpp:575
void executeWeaponMove()
Definition d_a_e_kk.cpp:768
void weapon_mtx_set()
Definition d_a_e_kk.cpp:812
void way_gake_check()
Definition d_a_e_kk.cpp:570
void JointCallBack(J3DJoint *, int)
Definition d_a_e_kk.cpp:458
void executeAttack()
Definition d_a_e_kk.cpp:709
void ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_e_kk.cpp:453
void _delete()
Definition d_a_e_kk.cpp:852
void executeGuard()
Definition d_a_e_kk.cpp:662
void CreateHeap()
Definition d_a_e_kk.cpp:862
void action()
Definition d_a_e_kk.cpp:773
void executeWalk()
Definition d_a_e_kk.cpp:627
void draw()
Definition d_a_e_kk.cpp:478
void executeDamage()
Definition d_a_e_kk.cpp:682
Definition f_op_actor.h:249
STATIC_ASSERT(sizeof(daE_KK_c)==0x13d4)
Definition d_a_hozelda.cpp:239
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:20
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8