Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_rd.h
Go to the documentation of this file.
1#ifndef D_A_E_RD_H
2#define D_A_E_RD_H
3#include "d/d_bg_s_acch.h"
4#include "d/d_cc_d.h"
5#include "d/d_cc_uty.h"
6#include "d/d_jnt_col.h"
7#include "d/d_msg_flow.h"
8#include "d/d_path.h"
10#include "m_Do/m_Do_ext.h"
23public:
24 e_rd_class();
25
26 /* 0x0000 */ fopEn_enemy_c enemy;
28 /* 0x05B4 */ s16 mode;
29 /* 0x05B6 */ u8 arg0;
30 /* 0x05B7 */ u8 arg1;
31 /* 0x05B8 */ u8 arg2;
32 /* 0x05B9 */ u8 field_0x5b9;
33 /* 0x05BA */ u8 scene_no;
34 /* 0x05BB */ u8 field_0x5bb;
35 /* 0x05BC */ u8 weapon_type;
36 /* 0x05BD */ s8 armament_flag;
37 /* 0x05C0 */ cXyz find_pos;
38 /* 0x05CC */ s16 target_ya;
39 /* 0x05D0 */ mDoExt_McaMorfSO* anm_p;
40 /* 0x05D4 */ Z2CreatureEnemy sound;
41 /* 0x0678 */ char* resName;
42 /* 0x067C */ int anm;
43 /* 0x0680 */ int field_0x680;
44 /* 0x0684 */ dJntCol_c mJntCol;
45 /* 0x0694 */ J3DModel* arrow_model;
47 /* 0x069C */ mDoExt_McaMorf* horn_anm;
48 /* 0x06A0 */ s8 horn_mode;
49 /* 0x06A4 */ cXyz horn_pos;
50 /* 0x06B0 */ cXyz horn_spd;
51 /* 0x06BC */ csXyz horn_rot;
52 /* 0x06C2 */ s8 run_flag;
53 /* 0x06C3 */ u8 field_0x6c3;
54 /* 0x06C4 */ J3DModel* eye_model[2];
55 /* 0x06CC */ f32 field_0x6cc;
56 /* 0x06D0 */ f32 field_0x6d0;
57 /* 0x06D4 */ J3DModel* armor_boss_part[14];
58 /* 0x070C */ s8 part_break[14];
59 /* 0x071C */ cXyz part_pos[14];
60 /* 0x07C4 */ cXyz part_spd[14];
61 /* 0x086C */ csXyz part_angle[14];
62 /* 0x08C0 */ u32 armor_break_eff[14][3];
63 /* 0x0968 */ s8 field_0x968;
64 /* 0x096C */ f32 field_0x96c;
65 /* 0x0970 */ s16 counter;
66 /* 0x0972 */ s16 action;
67 /* 0x0974 */ s16 old_action;
68 /* 0x0978 */ f32 dis;
69 /* 0x097C */ s16 angleY;
70 /* 0x0980 */ f32 attack_range;
71 /* 0x0984 */ f32 waterY;
72 /* 0x0988 */ u32 shadow_key;
73 /* 0x098C */ fpc_ProcID boar_id;
74 /* 0x0990 */ s16 timer[4];
75 /* 0x0998 */ s16 damage_timer;
76 /* 0x099A */ s16 field_0x99a;
77 /* 0x099C */ s16 yagura_timer;
78 /* 0x099E */ s16 attack_timer;
79 /* 0x09A0 */ s8 field_0x9a0;
80 /* 0x09A1 */ s8 look_timer;
81 /* 0x09A2 */ s8 arrow_draw;
82 /* 0x09A3 */ s8 arrow_flag;
83 /* 0x09A4 */ s8 field_0x9a4;
84 /* 0x09A5 */ u8 field_0x9a5;
85 /* 0x09A6 */ s16 bow_shake_timer;
86 /* 0x09A8 */ s16 field_0x9a8;
87 /* 0x09AA */ u8 field_0x9aa;
88 /* 0x09AB */ s8 field_0x9ab;
89 /* 0x09AC */ s8 field_0x9ac;
90 /* 0x09AD */ s8 field_0x9ad;
91 /* 0x09B0 */ cXyz center_body;
92 /* 0x09BC */ s8 ride_mode;
93 /* 0x09BD */ s8 field_0x9bd;
94 /* 0x09BE */ s8 boar_stand;
95 /* 0x09BF */ u8 field_0x9bf;
96 /* 0x09C0 */ f32 mount_jump_y;
97 /* 0x09C4 */ f32 mount_jump_speed;
98 /* 0x09C8 */ s8 aim_type;
99 /* 0x09C9 */ u8 field_0x9c9;
100 /* 0x09CA */ s16 aim_angle_y;
101 /* 0x09CC */ s16 aim_angle_x;
102 /* 0x09CE */ s16 head_angle_y;
103 /* 0x09D0 */ s16 head_shake;
104 /* 0x09D4 */ cXyz eye;
105 /* 0x09E0 */ cXyz field_0x9e0; // unused, dbg offset 0xa18
106 /* 0x09EC */ f32 jump_z;
107 /* 0x09F0 */ f32 field_0x9f0;
108 /* 0x09F4 */ s16 field_0x9f4;
109 /* 0x09F6 */ s16 field_0x9f6;
110 /* 0x09F8 */ s8 damage_flag;
111 /* 0x09FC */ cXyz field_0x9fc; // unused, dbg offset 0xa34
112 /* 0x0A08 */ u8 field_0xa08[0x0A0C - 0x0A08];
113 /* 0x0A0C */ csXyz jump_angle;
114 /* 0x0A12 */ csXyz field_0xa12;
115 /* 0x0A18 */ csXyz field_0xa18;
116 /* 0x0A1E */ s8 jump_timer;
117 /* 0x0A1F */ s8 field_0xa1f;
118 /* 0x0A20 */ u32 field_0xa20;
119 /* 0x0A24 */ f32 field_0xa24;
120 /* 0x0A28 */ s16 field_0xa28;
121 /* 0x0A2C */ f32 field_0xa2c;
122 /* 0x0A30 */ s16 field_0xa30;
123 /* 0x0A32 */ csXyz field_0xa32[11];
124 /* 0x0A74 */ csXyz field_0xa74[11];
125 /* 0x0AB8 */ f32 field_0xab8;
126 /* 0x0ABC */ s16 field_0xabc[4];
127 /* 0x0AC4 */ s16 field_0xac4;
128 /* 0x0AC6 */ s16 field_0xac6;
129 /* 0x0AC8 */ s16 field_0xac8;
130 /* 0x0ACA */ s16 field_0xaca;
131 /* 0x0ACC */ s16 field_0xacc[3];
132 /* 0x0AD2 */ s16 field_0xad2[4];
133 /* 0x0ADA */ s16 field_0xada;
134 /* 0x0ADC */ s16 field_0xadc;
135 /* 0x0ADE */ csXyz field_0xade; // dbg offset 0xb1c
136 /* 0x0AE4 */ csXyz field_0xae4;
137 /* 0x0AEC */ f32 field_0xaec;
138 /* 0x0AF0 */ s16 field_0xaf0;
139 /* 0x0AF2 */ s16 field_0xaf2;
140 /* 0x0AF4 */ u8 field_0xaf4[0xaf8 - 0xaf4];
141 /* 0x0AF8 */ s16 field_0xaf8;
142 /* 0x0AFA */ s8 field_0xafa;
143 /* 0x0AFB */ s8 field_0xafb;
144 /* 0x0AFC */ dPath* ppd;
145 /* 0x0B00 */ s8 jyunkai_no; /* 巡回ポイントNo (Patrol point index) */
146 /* 0x0B01 */ s8 dir;
147 /* 0x0B04 */ dBgS_AcchCir AcchCir;
148 /* 0x0B44 */ dBgS_ObjAcch Bgc;
149 /* 0x0D1C */ dCcD_Stts Stts;
150 /* 0x0D58 */ dCcD_Sph cc_sph[3];
151 /* 0x1100 */ dCcD_Sph at_sph;
152 /* 0x1238 */ dCcU_AtInfo at_info;
153 /* 0x125C */ u8 hio_set;
154 /* 0x125D */ s8 field_0x125d;
155 /* 0x1260 */ u32 field_0x1260;
156 /* 0x1264 */ u32 field_0x1264;
157 /* 0x1268 */ u32 w_eff_id[3];
158 /* 0x1274 */ u32 fire_eff_id[2];
159 /* 0x127C */ cXyz fire_pos;
160 /* 0x1288 */ cXyz fire_eff;
161 /* 0x1294 */ s8 field_0x1294;
162 /* 0x1295 */ s8 one_hit_kill;
163 /* 0x1296 */ s8 field_0x1296;
164 /* 0x1297 */ s8 field_0x1297;
165 /* 0x1298 */ s8 field_0x1298;
166 /* 0x1299 */ u8 field_0x1299;
167 /* 0x129A */ s8 actor_set;
168 /* 0x129B */ u8 field_0x129b;
169 /* 0x129C */ s8 horn_timer;
170 /* 0x12A0 */ int sw;
171 /* 0x12A4 */ s16 demo_mode;
172 /* 0x12A6 */ s16 demo_timer;
173 /* 0x12A8 */ cXyz demo_cam_eye;
174 /* 0x12B4 */ cXyz demo_cam_ctr;
175 /* 0x12C0 */ cXyz demo_cam_way;
176 /* 0x12CC */ cXyz demo_cam_target;
177 /* 0x12D8 */ cXyz demo_cam_eye_spd;
178 /* 0x12E4 */ cXyz demo_cam_way_spd;
179 /* 0x12F0 */ cXyz field_0x12f0;
180 /* 0x12FC */ u8 field_0x12fc[0x1300 - 0x12fc];
181 /* 0x1300 */ f32 demo_cam_eye_z;
182 /* 0x1304 */ u8 blurRate;
183 /* 0x1308 */ f32 demo_cam_zoom;
184 /* 0x130C */ f32 demo_cam_morf;
185 /* 0x1310 */ u8 field_0x1310[0x131c - 0x1310];
186 /* 0x131C */ dMsgFlow_c MsgFlow;
187};
188
189STATIC_ASSERT(sizeof(e_rd_class) == 0x1368);
190
191#endif /* D_A_E_RD_H */
Definition Z2Creature.h:37
Definition c_sxyz.h:10
Definition d_bg_s_acch.h:15
Definition d_bg_s_acch.h:244
Definition d_cc_d.h:487
Definition d_cc_d.h:273
Definition d_jnt_col.h:20
Definition d_msg_flow.h:49
Rider (Bulblin / King Bulblin on Boar)
Definition d_a_e_rd.h:22
cXyz eye
Definition d_a_e_rd.h:104
mDoExt_McaMorfSO * bow_anm
Definition d_a_e_rd.h:46
u8 field_0x1299
Definition d_a_e_rd.h:166
cXyz field_0x9e0
Definition d_a_e_rd.h:105
s8 look_timer
Definition d_a_e_rd.h:80
cXyz part_pos[14]
Definition d_a_e_rd.h:59
cXyz demo_cam_ctr
Definition d_a_e_rd.h:174
s16 field_0x9f4
Definition d_a_e_rd.h:108
s16 demo_mode
Definition d_a_e_rd.h:171
s8 armament_flag
Definition d_a_e_rd.h:36
mDoExt_McaMorf * horn_anm
Definition d_a_e_rd.h:47
cXyz demo_cam_eye_spd
Definition d_a_e_rd.h:177
f32 field_0x6d0
Definition d_a_e_rd.h:56
dBgS_AcchCir AcchCir
Definition d_a_e_rd.h:147
csXyz field_0xade
Definition d_a_e_rd.h:135
u8 field_0xa08[0x0A0C - 0x0A08]
Definition d_a_e_rd.h:112
s16 field_0xabc[4]
Definition d_a_e_rd.h:126
f32 field_0xa24
Definition d_a_e_rd.h:119
f32 jump_z
Definition d_a_e_rd.h:106
csXyz jump_angle
Definition d_a_e_rd.h:113
s8 ride_mode
Definition d_a_e_rd.h:92
cXyz fire_eff
Definition d_a_e_rd.h:160
dCcU_AtInfo at_info
Definition d_a_e_rd.h:152
s16 aim_angle_y
Definition d_a_e_rd.h:100
s8 horn_timer
Definition d_a_e_rd.h:169
s16 aim_angle_x
Definition d_a_e_rd.h:101
cXyz demo_cam_eye
Definition d_a_e_rd.h:173
s16 field_0x9a8
Definition d_a_e_rd.h:86
J3DModel * eye_model[2]
Definition d_a_e_rd.h:54
u32 field_0x1264
Definition d_a_e_rd.h:156
s8 boar_stand
Definition d_a_e_rd.h:94
f32 waterY
Definition d_a_e_rd.h:71
s16 field_0xaf8
Definition d_a_e_rd.h:141
f32 demo_cam_eye_z
Definition d_a_e_rd.h:181
e_rd_class()
Definition d_a_e_rd.cpp:7611
s8 field_0x1298
Definition d_a_e_rd.h:165
s16 field_0xac8
Definition d_a_e_rd.h:129
u32 w_eff_id[3]
Definition d_a_e_rd.h:157
dJntCol_c mJntCol
Definition d_a_e_rd.h:44
mDoExt_McaMorfSO * anm_p
Definition d_a_e_rd.h:39
f32 dis
Definition d_a_e_rd.h:68
fpc_ProcID boar_id
Definition d_a_e_rd.h:73
f32 field_0xa2c
Definition d_a_e_rd.h:121
s8 field_0xa1f
Definition d_a_e_rd.h:117
u32 field_0x1260
Definition d_a_e_rd.h:155
s8 dir
Definition d_a_e_rd.h:146
f32 demo_cam_morf
Definition d_a_e_rd.h:184
dBgS_ObjAcch Bgc
Definition d_a_e_rd.h:148
f32 attack_range
Definition d_a_e_rd.h:70
f32 field_0x6cc
Definition d_a_e_rd.h:55
int field_0x680
Definition d_a_e_rd.h:43
u8 field_0xaf4[0xaf8 - 0xaf4]
Definition d_a_e_rd.h:140
s8 run_flag
Definition d_a_e_rd.h:52
s8 actor_set
Definition d_a_e_rd.h:167
cXyz demo_cam_target
Definition d_a_e_rd.h:176
s16 head_angle_y
Definition d_a_e_rd.h:102
s16 field_0xac4
Definition d_a_e_rd.h:127
s16 field_0x99a
Definition d_a_e_rd.h:76
f32 demo_cam_zoom
Definition d_a_e_rd.h:183
u8 field_0x1310[0x131c - 0x1310]
Definition d_a_e_rd.h:185
s16 field_0xad2[4]
Definition d_a_e_rd.h:132
int sw
Definition d_a_e_rd.h:170
cXyz fire_pos
Definition d_a_e_rd.h:159
csXyz field_0xa18
Definition d_a_e_rd.h:115
s8 field_0x9a0
Definition d_a_e_rd.h:79
s8 field_0x968
Definition d_a_e_rd.h:63
s8 part_break[14]
Definition d_a_e_rd.h:58
dCcD_Stts Stts
Definition d_a_e_rd.h:149
s8 horn_mode
Definition d_a_e_rd.h:48
s8 jump_timer
Definition d_a_e_rd.h:116
request_of_phase_process_class phase
Definition d_a_e_rd.h:27
cXyz field_0x12f0
Definition d_a_e_rd.h:179
s16 counter
Definition d_a_e_rd.h:65
cXyz find_pos
Definition d_a_e_rd.h:37
f32 field_0xab8
Definition d_a_e_rd.h:125
s8 field_0x1296
Definition d_a_e_rd.h:163
csXyz field_0xa74[11]
Definition d_a_e_rd.h:124
s16 field_0xaf0
Definition d_a_e_rd.h:138
dCcD_Sph at_sph
Definition d_a_e_rd.h:151
dPath * ppd
Definition d_a_e_rd.h:144
csXyz part_angle[14]
Definition d_a_e_rd.h:61
u32 fire_eff_id[2]
Definition d_a_e_rd.h:158
s8 field_0x9ad
Definition d_a_e_rd.h:90
fopEn_enemy_c enemy
Definition d_a_e_rd.h:26
csXyz horn_rot
Definition d_a_e_rd.h:51
s8 field_0x9ac
Definition d_a_e_rd.h:89
csXyz field_0xa32[11]
Definition d_a_e_rd.h:123
s8 field_0x9a4
Definition d_a_e_rd.h:83
u8 field_0x12fc[0x1300 - 0x12fc]
Definition d_a_e_rd.h:180
s8 field_0xafb
Definition d_a_e_rd.h:143
u8 field_0x9c9
Definition d_a_e_rd.h:99
s16 field_0xac6
Definition d_a_e_rd.h:128
u8 field_0x129b
Definition d_a_e_rd.h:168
u8 arg1
Definition d_a_e_rd.h:30
int anm
Definition d_a_e_rd.h:42
J3DModel * arrow_model
Definition d_a_e_rd.h:45
s16 bow_shake_timer
Definition d_a_e_rd.h:85
s8 damage_flag
Definition d_a_e_rd.h:110
dCcD_Sph cc_sph[3]
Definition d_a_e_rd.h:150
s16 demo_timer
Definition d_a_e_rd.h:172
csXyz field_0xa12
Definition d_a_e_rd.h:114
cXyz center_body
Definition d_a_e_rd.h:91
u8 blurRate
Definition d_a_e_rd.h:182
s16 head_shake
Definition d_a_e_rd.h:103
s16 angleY
Definition d_a_e_rd.h:69
u8 hio_set
Definition d_a_e_rd.h:153
Z2CreatureEnemy sound
Definition d_a_e_rd.h:40
s8 field_0x1294
Definition d_a_e_rd.h:161
s8 field_0xafa
Definition d_a_e_rd.h:142
cXyz horn_pos
Definition d_a_e_rd.h:49
s8 field_0x125d
Definition d_a_e_rd.h:154
s8 field_0x9ab
Definition d_a_e_rd.h:88
cXyz demo_cam_way
Definition d_a_e_rd.h:175
s16 timer[4]
Definition d_a_e_rd.h:74
f32 mount_jump_speed
Definition d_a_e_rd.h:97
s16 mode
Definition d_a_e_rd.h:28
u32 field_0xa20
Definition d_a_e_rd.h:118
cXyz part_spd[14]
Definition d_a_e_rd.h:60
s16 target_ya
Definition d_a_e_rd.h:38
u8 arg0
Definition d_a_e_rd.h:29
s8 arrow_draw
Definition d_a_e_rd.h:81
s16 field_0xada
Definition d_a_e_rd.h:133
s8 field_0x1297
Definition d_a_e_rd.h:164
s8 jyunkai_no
Definition d_a_e_rd.h:145
u32 shadow_key
Definition d_a_e_rd.h:72
cXyz field_0x9fc
Definition d_a_e_rd.h:111
cXyz demo_cam_way_spd
Definition d_a_e_rd.h:178
u32 armor_break_eff[14][3]
Definition d_a_e_rd.h:62
f32 mount_jump_y
Definition d_a_e_rd.h:96
csXyz field_0xae4
Definition d_a_e_rd.h:136
s8 field_0x9bd
Definition d_a_e_rd.h:93
u8 arg2
Definition d_a_e_rd.h:31
f32 field_0xaec
Definition d_a_e_rd.h:137
char * resName
Definition d_a_e_rd.h:41
s16 action
Definition d_a_e_rd.h:66
s16 damage_timer
Definition d_a_e_rd.h:75
J3DModel * armor_boss_part[14]
Definition d_a_e_rd.h:57
f32 field_0x96c
Definition d_a_e_rd.h:64
s8 arrow_flag
Definition d_a_e_rd.h:82
s16 field_0xa28
Definition d_a_e_rd.h:120
u8 field_0x9aa
Definition d_a_e_rd.h:87
s16 field_0xa30
Definition d_a_e_rd.h:122
u8 field_0x9bf
Definition d_a_e_rd.h:95
u8 field_0x5b9
Definition d_a_e_rd.h:32
dMsgFlow_c MsgFlow
Definition d_a_e_rd.h:186
f32 field_0x9f0
Definition d_a_e_rd.h:107
u8 field_0x9a5
Definition d_a_e_rd.h:84
s16 attack_timer
Definition d_a_e_rd.h:78
cXyz horn_spd
Definition d_a_e_rd.h:50
s8 aim_type
Definition d_a_e_rd.h:98
s8 one_hit_kill
Definition d_a_e_rd.h:162
s16 field_0xaca
Definition d_a_e_rd.h:130
s16 old_action
Definition d_a_e_rd.h:67
u8 weapon_type
Definition d_a_e_rd.h:35
s16 field_0xadc
Definition d_a_e_rd.h:134
s16 field_0x9f6
Definition d_a_e_rd.h:109
u8 scene_no
Definition d_a_e_rd.h:33
s16 field_0xacc[3]
Definition d_a_e_rd.h:131
s16 yagura_timer
Definition d_a_e_rd.h:77
u8 field_0x6c3
Definition d_a_e_rd.h:53
s16 field_0xaf2
Definition d_a_e_rd.h:139
u8 field_0x5bb
Definition d_a_e_rd.h:34
Definition f_op_actor.h:327
Definition m_Do_ext.h:408
Definition m_Do_ext.h:380
STATIC_ASSERT(sizeof(e_rd_class)==0x1368)
unsigned int fpc_ProcID
Definition f_pc_base.h:10
Definition c_xyz.h:7
Definition d_cc_uty.h:20
Definition d_path.h:18
Definition c_phase.h:19