Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_rdb.cpp File Reference

Classes

class  daE_RDB_HIO_c
 

Enumerations

enum  Action {
  ACTION_START , ACTION_WAIT , ACTION_FIGHT , ACTION_ATTACK ,
  ACTION_SPIN_ATTACK , ACTION_DEFENCE , ACTION_DAMAGE , ACTION_END
}
 

Functions

static void anm_init (e_rdb_class *i_this, int i_index, f32 i_morf, u8 i_attr, f32 i_rate)
 
static int nodeCallBack (J3DJoint *i_joint, int param_2)
 
static int daE_RDB_Draw (e_rdb_class *i_this)
 
static void mtx_to_posAngle (Mtx param_1, cXyz *param_2, csXyz *param_3)
 
static int player_way_check (e_rdb_class *i_this)
 
static void e_rdb_wait (e_rdb_class *i_this)
 
static void e_rdb_fight (e_rdb_class *i_this)
 
static int getPolyColor (cBgS_PolyInfo &i_polyInfo, int param_2, _GXColor *p_effPrim, _GXColor *p_effEnv, u8 *p_alpha, f32 *p_ratio)
 
static void e_rdb_attack (e_rdb_class *i_this)
 
static void e_rdb_spin_attack (e_rdb_class *i_this)
 
static int e_rdb_defence (e_rdb_class *i_this)
 
static void e_rdb_damage (e_rdb_class *i_this)
 
static void e_rdb_end (e_rdb_class *i_this)
 
static void e_rdb_start (e_rdb_class *i_this)
 
static void damage_check (e_rdb_class *i_this)
 
static void * shot_s_sub (void *i_actor, void *i_data)
 
static void action (e_rdb_class *i_this)
 
static void cam_3d_morf (e_rdb_class *i_this, f32 i_scale)
 
static void cam_spd_set (e_rdb_class *i_this)
 
static void demo_camera (e_rdb_class *i_this)
 
static void anm_se_set (e_rdb_class *i_this)
 
static int daE_RDB_Execute (e_rdb_class *i_this)
 
static int daE_RDB_IsDelete (e_rdb_class *i_this)
 
static int daE_RDB_Delete (e_rdb_class *i_this)
 
static int useHeapInit (fopAc_ac_c *actor)
 
static int daE_RDB_Create (fopAc_ac_c *actor)
 

Variables

static u8 s_HIOinit
 
static daE_RDB_HIO_c l_HIO
 
static s32 unused_bss_29c = 0
 
static AUDIO_INSTANCES actor_method_class l_daE_RDB_Method
 
actor_process_profile_definition g_profile_E_RDB
 

Enumeration Type Documentation

◆ Action

enum Action
Enumerator
ACTION_START 
ACTION_WAIT 
ACTION_FIGHT 
ACTION_ATTACK 
ACTION_SPIN_ATTACK 
ACTION_DEFENCE 
ACTION_DAMAGE 
ACTION_END 

Function Documentation

◆ action()

static void action ( e_rdb_class * i_this)
static

◆ anm_init()

static void anm_init ( e_rdb_class * i_this,
int i_index,
f32 i_morf,
u8 i_attr,
f32 i_rate )
static

◆ anm_se_set()

static void anm_se_set ( e_rdb_class * i_this)
static

◆ cam_3d_morf()

static void cam_3d_morf ( e_rdb_class * i_this,
f32 i_scale )
static

◆ cam_spd_set()

static void cam_spd_set ( e_rdb_class * i_this)
static

◆ daE_RDB_Create()

static int daE_RDB_Create ( fopAc_ac_c * actor)
static

◆ daE_RDB_Delete()

static int daE_RDB_Delete ( e_rdb_class * i_this)
static

◆ daE_RDB_Draw()

static int daE_RDB_Draw ( e_rdb_class * i_this)
static

◆ daE_RDB_Execute()

static int daE_RDB_Execute ( e_rdb_class * i_this)
static

◆ daE_RDB_IsDelete()

static int daE_RDB_IsDelete ( e_rdb_class * i_this)
static

◆ damage_check()

static void damage_check ( e_rdb_class * i_this)
static

◆ demo_camera()

static void demo_camera ( e_rdb_class * i_this)
static

◆ e_rdb_attack()

static void e_rdb_attack ( e_rdb_class * i_this)
static

◆ e_rdb_damage()

static void e_rdb_damage ( e_rdb_class * i_this)
static

◆ e_rdb_defence()

static int e_rdb_defence ( e_rdb_class * i_this)
static

◆ e_rdb_end()

static void e_rdb_end ( e_rdb_class * i_this)
static

◆ e_rdb_fight()

static void e_rdb_fight ( e_rdb_class * i_this)
static

◆ e_rdb_spin_attack()

static void e_rdb_spin_attack ( e_rdb_class * i_this)
static

◆ e_rdb_start()

static void e_rdb_start ( e_rdb_class * i_this)
static

◆ e_rdb_wait()

static void e_rdb_wait ( e_rdb_class * i_this)
static

◆ getPolyColor()

static int getPolyColor ( cBgS_PolyInfo & i_polyInfo,
int param_2,
_GXColor * p_effPrim,
_GXColor * p_effEnv,
u8 * p_alpha,
f32 * p_ratio )
static

◆ mtx_to_posAngle()

static void mtx_to_posAngle ( Mtx param_1,
cXyz * param_2,
csXyz * param_3 )
static

◆ nodeCallBack()

static int nodeCallBack ( J3DJoint * i_joint,
int param_2 )
static

◆ player_way_check()

static int player_way_check ( e_rdb_class * i_this)
static

◆ shot_s_sub()

static void * shot_s_sub ( void * i_actor,
void * i_data )
static

◆ useHeapInit()

static int useHeapInit ( fopAc_ac_c * actor)
static

Variable Documentation

◆ g_profile_E_RDB

actor_process_profile_definition g_profile_E_RDB
extern
Initial value:
= {
7,
sizeof(e_rdb_class),
0,
0,
156,
0x00044100,
}
King Bulblin.
Definition d_a_e_rdb.h:19
static AUDIO_INSTANCES actor_method_class l_daE_RDB_Method
Definition d_a_e_rdb.cpp:1914
@ PROC_E_RDB
Definition d_procname.h:478
actor_method_class g_fopAc_Method
@ fopAc_CULLBOX_CUSTOM_e
Definition f_op_actor.h:70
@ fopAc_ENEMY_e
Definition f_op_actor.h:40
@ fpcLy_CURRENT_e
Definition f_pc_layer_tag.h:9
leafdraw_method_class g_fpcLf_Method
Definition f_pc_leaf.cpp:63
@ fpcPi_CURRENT_e
Definition f_pc_priority.h:8
leafdraw_method_class base
Definition f_op_actor.h:9
process_method_class base
Definition f_pc_leaf.h:12

◆ l_daE_RDB_Method

AUDIO_INSTANCES actor_method_class l_daE_RDB_Method
static
Initial value:
= {
}
static int daE_RDB_IsDelete(e_rdb_class *i_this)
Definition d_a_e_rdb.cpp:1732
static int daE_RDB_Delete(e_rdb_class *i_this)
Definition d_a_e_rdb.cpp:1736
static int daE_RDB_Execute(e_rdb_class *i_this)
Definition d_a_e_rdb.cpp:1463
static int daE_RDB_Create(fopAc_ac_c *actor)
Definition d_a_e_rdb.cpp:1778
static int daE_RDB_Draw(e_rdb_class *i_this)
Definition d_a_e_rdb.cpp:79
int(* process_method_func)(void *)
Definition f_pc_method.h:7

◆ l_HIO

daE_RDB_HIO_c l_HIO
static

◆ s_HIOinit

u8 s_HIOinit
static

◆ unused_bss_29c

s32 unused_bss_29c = 0
static