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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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Classes | |
| class | daE_PM_HIO_c |
Enumerations | |
| enum | Action { ACT_START , ACT_WAIT , ACT_ESCAPE , ACT_CREATE , ACT_DAMAGE , ACT_DEATH , ACT_DEMO } |
| enum | Animation { ANM_APPEAR01 = 6 , ANM_APPEAR02 , ANM_DAMAGE , ANM_DIEA , ANM_DIEB , ANM_END , ANM_FOGBLOW , ANM_FOGBLOW_EN , ANM_FOGBLOW_LP , ANM_FOGBLOW_ST , ANM_GLAD , ANM_HIDE , ANM_KYORO2 , ANM_MOVE , ANM_OP , ANM_RUN , ANM_WAIT01 , ANM_WAIT02 , ANM_WALK } |
| enum | Joint { JNT_CENTER , JNT_BACKBONE , JNT_CLOAK1 , JNT_CLOAK2 , JNT_HEAD , JNT_HAT1 , JNT_HAT2 , JNT_HAT3 , JNT_HAT4 , JNT_NECKLACE1 , JNT_NECKLACE2 , JNT_SHOULDER_L , JNT_ARM_L1 , JNT_ARM_L2 , JNT_HAND_L , JNT_SHOULDER_R , JNT_ARM_R1 , JNT_ARM_R2 , JNT_HAND_R , JNT_WAIST , JNT_LEG_L1 , JNT_LEG_L2 , JNT_FOOT_L , JNT_LEG_R1 , JNT_LEG_R2 , JNT_FOOT_R , JNT_SKIRT } |
| enum | Mode { Mode0_JPN , Mode0 , Mode1 , Mode2 , Mode3 , Mode4 , Mode5 , Mode6 , Mode7 } |
Functions | |
| STATIC_ASSERT (sizeof(daE_PM_HIO_c)==0x4C) | |
| static int | useHeapInit (fopAc_ac_c *i_this) |
| static void * | s_pm_sub (void *i_proc, void *i_data) |
| static int | JointCallBack (J3DJoint *i_joint, int param_1) |
| static void | dummy () |
| static BOOL | way_bg_check2 (daE_PM_c *i_this, cXyz i_start, cXyz i_end) |
| static void * | s_obj_sub (void *i_proc, void *i_data) |
Variables | |
| static bool | hioInit |
| static daE_PM_HIO_c | l_HIO |
Enemy - Skull Kid
| enum Action |
| enum Animation |
| enum Joint |
| enum Mode |
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| STATIC_ASSERT | ( | sizeof(daE_PM_HIO_c) | = =0x4C | ) |
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