Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_rb.h
Go to the documentation of this file.
1#ifndef D_A_E_RB_H
2#define D_A_E_RB_H
3
5#include "d/d_cc_d.h"
6#include "d/d_cc_uty.h"
7#include "d/d_bg_s_acch.h"
8
18public:
19 /* 0x000 */ fopEn_enemy_c enemy;
21 /* 0x5B4 */ fopAc_ac_c* parent;
22 /* 0x5B8 */ dBgS_AcchCir acchcir;
23 /* 0x5F8 */ dBgS_ObjAcch acch;
24 /* 0x7D0 */ dCcD_Stts ccStts;
25 /* 0x80C */ dCcD_Sph ccSph;
26 /* 0x944 */ dCcU_AtInfo atInfo;
29 /* 0xA10 */ cXyz field_0xa10;
30 /* 0xA1C */ f32 distToPlayer;
31 /* 0xA20 */ f32 height;
32 /* 0xA24 */ f32 field_0xa24;
33 /* 0xA28 */ f32 field_0xa28;
34 /* 0xA2C */ f32 field_0xa2c;
35 /* 0xA30 */ f32 field_0xa30;
36 /* 0xA34 */ int anm;
37 /* 0xA38 */ s16 timers[4];
38 /* 0xA40 */ s16 counter;
39 /* 0xA42 */ s16 action;
40 /* 0xA44 */ s16 mode;
41 /* 0xA46 */ u8 field_0xA46[0xA48 - 0xA46];
42 /* 0xA48 */ s16 angleToPlayer;
44 /* 0xA4C */ s16 field_0xa4c;
45 /* 0xA4E */ s16 field_0xa4e;
46 /* 0xA50 */ s16 field_0xa50;
47 /* 0xA52 */ s16 rot_y;
48 /* 0xA54 */ s16 rot_x;
49 /* 0xA56 */ s16 rot_step;
50 /* 0xA58 */ s16 death_rot_y;
51 /* 0xA5C */ u32 smokeEmtrID;
52 /* 0xA60 */ u32 field_0xa60;
53 /* 0xA64 */ s8 field_0xa64;
54 /* 0xA65 */ u8 field_0xa65;
55 /* 0xA66 */ u8 isChild;
56 /* 0xA67 */ u8 childNum;
57 /* 0xA68 */ u8 appearRange;
58 /* 0xA69 */ u8 field_0xa69;
59 /* 0xA6A */ u8 swbit;
60 /* 0xA6B */ u8 HIOInit;
61};
62
63STATIC_ASSERT(sizeof(e_rb_class) == 0xa6c);
64
65#endif /* D_A_E_RB_H */
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
Leever (Riiba)
Definition d_a_e_rb.h:17
u8 isChild
Definition d_a_e_rb.h:55
f32 field_0xa2c
Definition d_a_e_rb.h:34
f32 field_0xa24
Definition d_a_e_rb.h:32
s16 field_0xa50
Definition d_a_e_rb.h:46
u8 field_0xa65
Definition d_a_e_rb.h:54
s16 counter
Definition d_a_e_rb.h:38
s16 invincibilityTimer
Definition d_a_e_rb.h:43
u8 swbit
Definition d_a_e_rb.h:59
dCcU_AtInfo atInfo
Definition d_a_e_rb.h:26
fopAc_ac_c * parent
Definition d_a_e_rb.h:21
u32 field_0xa60
Definition d_a_e_rb.h:52
s16 death_rot_y
Definition d_a_e_rb.h:50
u8 childNum
Definition d_a_e_rb.h:56
u8 field_0xA46[0xA48 - 0xA46]
Definition d_a_e_rb.h:41
u32 smokeEmtrID
Definition d_a_e_rb.h:51
request_of_phase_process_class phase
Definition d_a_e_rb.h:20
Z2CreatureEnemy sound
Definition d_a_e_rb.h:28
s16 action
Definition d_a_e_rb.h:39
dCcD_Sph ccSph
Definition d_a_e_rb.h:25
s16 rot_x
Definition d_a_e_rb.h:48
s16 rot_y
Definition d_a_e_rb.h:47
s16 timers[4]
Definition d_a_e_rb.h:37
u8 appearRange
Definition d_a_e_rb.h:57
s8 field_0xa64
Definition d_a_e_rb.h:53
int anm
Definition d_a_e_rb.h:36
dCcD_Stts ccStts
Definition d_a_e_rb.h:24
f32 height
Definition d_a_e_rb.h:31
f32 distToPlayer
Definition d_a_e_rb.h:30
fopEn_enemy_c enemy
Definition d_a_e_rb.h:19
s16 field_0xa4e
Definition d_a_e_rb.h:45
cXyz field_0xa10
Definition d_a_e_rb.h:29
f32 field_0xa30
Definition d_a_e_rb.h:35
f32 field_0xa28
Definition d_a_e_rb.h:33
s16 angleToPlayer
Definition d_a_e_rb.h:42
u8 HIOInit
Definition d_a_e_rb.h:60
dBgS_ObjAcch acch
Definition d_a_e_rb.h:23
dBgS_AcchCir acchcir
Definition d_a_e_rb.h:22
s16 rot_step
Definition d_a_e_rb.h:49
s16 field_0xa4c
Definition d_a_e_rb.h:44
s16 mode
Definition d_a_e_rb.h:40
u8 field_0xa69
Definition d_a_e_rb.h:58
mDoExt_McaMorfSO * modelMorf
Definition d_a_e_rb.h:27
Definition f_op_actor.h:230
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
STATIC_ASSERT(sizeof(e_rb_class)==0xa6c)
signed char s8
Definition types.h:7
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 c_xyz.h:7
Definition d_cc_uty.h:20
Definition c_phase.h:17