Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
Loading...
Searching...
No Matches
d_a_e_pm.cpp File Reference

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
}
 

Functions

 UNK_BSS (1109) UNK_BSS(1107) UNK_BSS(1105) UNK_BSS(1104) UNK_BSS(1099) UNK_BSS(1097) UNK_BSS(1095) UNK_BSS(1094) UNK_BSS(1057) UNK_BSS(1055) UNK_BSS(1053) UNK_BSS(1052) UNK_BSS(1014) UNK_BSS(1012) UNK_BSS(1010) static u8 struct_8074C384
 
static int useHeapInit (fopAc_ac_c *i_this)
 
static voids_pm_sub (void *i_proc, void *i_data)
 
static int JointCallBack (J3DJoint *i_joint, int param_1)
 
static BOOL way_bg_check2 (daE_PM_c *i_this, cXyz i_start, cXyz i_end)
 
static voids_obj_sub (void *i_proc, void *i_data)
 
static voids_boss_sub (void *i_actor, void *param_1)
 
static int daE_PM_Draw (daE_PM_c *i_this)
 
static int daE_PM_Execute (daE_PM_c *i_this)
 
static int daE_PM_IsDelete (daE_PM_c *i_this)
 
static int daE_PM_Delete (daE_PM_c *i_this)
 
static cPhs__Step daE_PM_Create (fopAc_ac_c *i_this)
 

Variables

static bool hioInit
 
static daE_PM_HIO_c l_HIO
 
 AUDIO_INSTANCES
 
static actor_method_class l_daE_PM_Method
 
actor_process_profile_definition g_profile_E_PM
 

Detailed Description

Enemy - Skull Kid

Enumeration Type Documentation

◆ Action

Enumerator
ACT_START 
ACT_WAIT 
ACT_ESCAPE 
ACT_CREATE 
ACT_DAMAGE 
ACT_DEATH 
ACT_DEMO 

◆ Animation

Enumerator
ANM_APPEAR01 
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 

◆ Joint

Enumerator
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 

Function Documentation

◆ daE_PM_Create()

static cPhs__Step daE_PM_Create ( fopAc_ac_c i_this)
static

◆ daE_PM_Delete()

static int daE_PM_Delete ( daE_PM_c i_this)
static

◆ daE_PM_Draw()

static int daE_PM_Draw ( daE_PM_c i_this)
static

◆ daE_PM_Execute()

static int daE_PM_Execute ( daE_PM_c i_this)
static

◆ daE_PM_IsDelete()

static int daE_PM_IsDelete ( daE_PM_c i_this)
static

◆ JointCallBack()

static int JointCallBack ( J3DJoint i_joint,
int  param_1 
)
static

◆ s_boss_sub()

static void * s_boss_sub ( void i_actor,
void param_1 
)
static

◆ s_obj_sub()

static void * s_obj_sub ( void i_proc,
void i_data 
)
static

◆ s_pm_sub()

static void * s_pm_sub ( void i_proc,
void i_data 
)
static

◆ UNK_BSS()

UNK_BSS ( 1109  )

◆ useHeapInit()

static int useHeapInit ( fopAc_ac_c i_this)
static

◆ way_bg_check2()

static BOOL way_bg_check2 ( daE_PM_c i_this,
cXyz  i_start,
cXyz  i_end 
)
static

Variable Documentation

◆ AUDIO_INSTANCES

AUDIO_INSTANCES

◆ g_profile_E_PM

actor_process_profile_definition g_profile_E_PM
extern
Initial value:
= {
7,
&g_fpcLf_Method.mBase,
sizeof(daE_PM_c),
0,
0,
161,
0x00040100,
}
Skullkid.
Definition d_a_e_pm.h:22
static actor_method_class l_daE_PM_Method
Definition d_a_e_pm.cpp:2822
void * g_fopAc_Method[8]
void * g_fpcLf_Method[5+1]
Definition f_pc_leaf.cpp:65
@ PROC_E_PM
Definition d_procname.h:478
@ fopAc_CULLBOX_CUSTOM_e
Definition f_op_actor.h:67
@ fopAc_ENEMY_e
Definition f_op_actor.h:40
@ fpcLy_CURRENT_e
Definition f_pc_layer_tag.h:9
@ fpcPi_CURRENT_e
Definition f_pc_priority.h:8

◆ hioInit

bool hioInit
static

◆ l_daE_PM_Method

actor_method_class l_daE_PM_Method
static
Initial value:
= {
}
static cPhs__Step daE_PM_Create(fopAc_ac_c *i_this)
Definition d_a_e_pm.cpp:2815
static int daE_PM_Draw(daE_PM_c *i_this)
Definition d_a_e_pm.cpp:2634
static int daE_PM_IsDelete(daE_PM_c *i_this)
Definition d_a_e_pm.cpp:2644
static int daE_PM_Delete(daE_PM_c *i_this)
Definition d_a_e_pm.cpp:2649
static int daE_PM_Execute(daE_PM_c *i_this)
Definition d_a_e_pm.cpp:2639
int(* process_method_func)(void *)
Definition f_pc_method.h:7

◆ l_HIO