Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_rdb.h
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1#ifndef D_A_E_RDB_H
2#define D_A_E_RDB_H
3
5#include "d/d_bg_s_acch.h"
6#include "d/d_cc_d.h"
7#include "d/d_cc_uty.h"
8#include "d/d_msg_flow.h"
9#include "f_op/f_op_actor.h"
10
20public:
22 /* BCK */
23 /* 0x04 */ BCK_HORN_RPLAY_RUN = 4,
26 /* 0x07 */ BCK_RB_ATTACK01,
27 /* 0x08 */ BCK_RB_ATTACK02,
31 /* 0x0C */ BCK_RB_DAMAGEBL,
32 /* 0x0D */ BCK_RB_DAMAGEBR,
33 /* 0x0E */ BCK_RB_DAMAGEF,
34 /* 0x0F */ BCK_RB_DAMAGEFL,
35 /* 0x10 */ BCK_RB_DAMAGEFR,
36 /* 0x11 */ BCK_RB_DOWN,
38 /* 0x13 */ BCK_RB_DOWN_WAIT,
43 /* 0x18 */ BCK_RB_FALL,
44 /* 0x19 */ BCK_RB_GUARD,
45 /* 0x1A */ BCK_RB_LV9_END01,
46 /* 0x1B */ BCK_RB_LV9_END02,
47 /* 0x1C */ BCK_RB_LV9_END03,
48 /* 0x1D */ BCK_RB_LV9_OP01,
49 /* 0x1E */ BCK_RB_LV9_OP02,
51 /* 0x20 */ BCK_RB_PUSH,
52 /* 0x21 */ BCK_RB_RCOMEON,
53 /* 0x22 */ BCK_RB_RDAMAGE01,
54 /* 0x23 */ BCK_RB_RDAMAGE02,
55 /* 0x24 */ BCK_RB_RDAMAGEB,
56 /* 0x25 */ BCK_RB_RDAMAGEL,
57 /* 0x26 */ BCK_RB_RDAMAGER,
58 /* 0x27 */ BCK_RB_RDEAD,
62 /* 0x2B */ BCK_RB_RDOWNB,
64 /* 0x2D */ BCK_RB_RDOWNB_UP,
65 /* 0x2E */ BCK_RB_RGUARD_F,
66 /* 0x2F */ BCK_RB_RGUARD_L,
67 /* 0x30 */ BCK_RB_RGUARD_R,
68 /* 0x31 */ BCK_RB_RJUMP_A,
69 /* 0x32 */ BCK_RB_RJUMP_B,
70 /* 0x33 */ BCK_RB_RJUMP_C,
71 /* 0x34 */ BCK_RB_RNEIGH,
78 /* 0x3B */ BCK_RB_RRUN,
79 /* 0x3C */ BCK_RB_RSLIP,
80 /* 0x3D */ BCK_RB_RSTART,
82 /* 0x3F */ BCK_RB_RSTEP,
83 /* 0x40 */ BCK_RB_RUN,
84 /* 0x41 */ BCK_RB_RWAIT,
85 /* 0x42 */ BCK_RB_RWAIT02,
86 /* 0x43 */ BCK_RB_RWALK,
87 /* 0x44 */ BCK_RB_STEP,
88 /* 0x45 */ BCK_RB_WAIT01,
89 /* 0x46 */ BCK_RB_WALK,
90
91 /* BMDR */
92 /* 0x49 */ BMDR_ARML2_ARMOR = 0x49,
93 /* 0x4A */ BMDR_ARML_ARMOR,
94 /* 0x4B */ BMDR_ARMR2_ARMOR,
95 /* 0x4C */ BMDR_ARMR_ARMOR,
96 /* 0x4D */ BMDR_FACE_ARMOR,
97 /* 0x4E */ BMDR_HEAD_ARMOR,
98 /* 0x4F */ BMDR_LEGL_ARMOR,
99 /* 0x50 */ BMDR_LEGR_ARMOR,
101 /* 0x52 */ BMDR_MUNE_ARMOR,
102 /* 0x53 */ BMDR_RB,
103 /* 0x54 */ BMDR_RB_HORN,
104 /* 0x55 */ BMDR_RB_ONO,
105 /* 0x56 */ BMDR_RB_SHIELDL,
106 /* 0x57 */ BMDR_RB_SHIELDR,
108 /* 0x59 */ BMDR_SENA_ARMOR,
111 };
112
113 /* 0x0000 */ fopEn_enemy_c enemy;
115 /* 0x05B4 */ s16 mMode;
116 /* 0x05B6 */ u8 field_0x5b6;
117 /* 0x05B7 */ u8 field_0x5b7[0x5c8 - 0x5b7];
119 /* 0x05CC */ f32 field_0x5cc;
121 /* 0x0674 */ int mAnm;
122 /* 0x0678 */ J3DModel* mpAxeModel;
123 /* 0x067C */ s16 field_0x67c;
124 /* 0x067E */ s16 mAction;
125 /* 0x0680 */ s8 field_0x680;
126 /* 0x0681 */ u8 field_0x681[0x684 - 0x681];
127 /* 0x0684 */ cXyz field_0x684;
128 /* 0x0690 */ cXyz field_0x690;
129 /* 0x069C */ csXyz field_0x69c;
130 /* 0x06A2 */ s16 field_0x6a2;
131 /* 0x06A4 */ s16 field_0x6a4;
132 /* 0x06A6 */ u8 field_0x6a6[0x6a8 - 0x6a6];
133 /* 0x06A8 */ s16 field_0x6a8;
134 /* 0x06AA */ u8 field_0x6aa[0x6ac - 0x6aa];
135 /* 0x06AC */ f32 mDistToPlayer;
136 /* 0x06B0 */ s16 mAngleToPlayer;
137 /* 0x06B2 */ u8 field_0x6b2[2];
138 /* 0x06B4 */ u32 mShadowKey;
139 /* 0x06B8 */ s16 field_0x6b8[4];
140 /* 0x06C0 */ s16 field_0x6c0;
141 /* 0x06C2 */ s16 field_0x6c2;
142 /* 0x06C4 */ s8 field_0x6c4;
143 /* 0x06C5 */ s8 field_0x6c5;
144 /* 0x06C6 */ s8 field_0x6c6;
145 /* 0x06C7 */ s8 field_0x6c7;
146 /* 0x06C8 */ s8 field_0x6c8;
147 /* 0x06C9 */ u8 field_0x6c9[0x6ca - 0x6c9];
148 /* 0x06CA */ s16 field_0x6ca;
149 /* 0x06CC */ s16 field_0x6cc;
150 /* 0x06CE */ s16 field_0x6ce;
151 /* 0x06D0 */ s16 field_0x6d0;
152 /* 0x06D2 */ s16 field_0x6d2;
153 /* 0x06D4 */ f32 field_0x6d4;
154 /* 0x06D8 */ s8 field_0x6d8;
155 /* 0x06D9 */ u8 field_0x6d9[0x6dc - 0x6d9];
156 /* 0x06DC */ f32 mBlend;
157 /* 0x06E0 */ f32 field_0x6e0;
158 /* 0x06E4 */ f32 field_0x6e4;
159 /* 0x06E8 */ s16 field_0x6e8;
160 /* 0x06EA */ u8 field_0x6ea[0x6ec - 0x6ea];
161 /* 0x06EC */ u32 field_0x6ec;
162 /* 0x06F0 */ dBgS_AcchCir mAcchCir;
163 /* 0x0730 */ dBgS_ObjAcch mAcch;
164 /* 0x0908 */ dCcD_Stts mStts;
165 /* 0x0944 */ dCcD_Sph field_0x944[3];
166 /* 0x0CEC */ dCcD_Cyl field_0xcec;
167 /* 0x0E28 */ dCcD_Stts mStts2;
168 /* 0x0E64 */ dCcD_Sph field_0xe64;
169 /* 0x0F9C */ dCcU_AtInfo mAtInfo;
170 /* 0x0FC0 */ cXyz field_0xfc0;
171 /* 0x0FCC */ s8 field_0xfcc;
172 /* 0x0FCD */ s8 field_0xfcd;
173 /* 0x0FCE */ u8 field_0xfce;
174 /* 0x0FCF */ s8 field_0xfcf;
175 /* 0x0FD0 */ u32 field_0xfd0[2];
176 /* 0x0FD8 */ u8 field_0xfd8[0xfe4 - 0xfd8];
177 /* 0x0FE4 */ s8 field_0xfe4;
178 /* 0x0FE5 */ s8 field_0xfe5;
179 /* 0x0FE6 */ s8 field_0xfe6;
180 /* 0x0FE7 */ u8 field_0xfe7;
181 /* 0x0FE8 */ u32 field_0xfe8[24];
182 /* 0x1048 */ u32 field_0x1048[24];
183 /* 0x10A8 */ s16 mDemoMode;
184 /* 0x10AA */ s16 field_0x10aa;
185 /* 0x10AC */ cXyz mDemoCamEye;
186 /* 0x10B8 */ cXyz mDemoCamCenter;
187 /* 0x10C4 */ cXyz field_0x10c4;
188 /* 0x10D0 */ cXyz field_0x10d0;
189 /* 0x10DC */ cXyz field_0x10dc;
190 /* 0x10E8 */ cXyz field_0x10e8;
191 /* 0x10F4 */ f32 mDemoCamFovy;
192 /* 0x10F8 */ f32 field_0x10f8;
193 /* 0x10FC */ u8 field_0x10fc[0x1104 - 0x10fc];
194 /* 0x1104 */ u8 field_0x1104;
195 /* 0x1105 */ u8 field_0x1105[0x1108 - 0x1105];
196 /* 0x1108 */ dMsgFlow_c mMsgFlow;
197};
198
199STATIC_ASSERT(sizeof(e_rdb_class) == 0x1154);
200
201#endif /* D_A_E_RDB_H */
Definition J3DModel.h:43
Definition Z2Creature.h:37
Definition c_sxyz.h:10
Definition d_bg_s_acch.h:15
Definition d_bg_s_acch.h:247
Definition d_cc_d.h:461
Definition d_cc_d.h:473
Definition d_cc_d.h:269
Definition d_msg_flow.h:49
King Bulblin.
Definition d_a_e_rdb.h:19
s16 field_0x6a2
Definition d_a_e_rdb.h:130
f32 mDemoCamFovy
Definition d_a_e_rdb.h:191
u8 field_0x6a6[0x6a8 - 0x6a6]
Definition d_a_e_rdb.h:132
cXyz field_0x10dc
Definition d_a_e_rdb.h:189
u8 field_0x1105[0x1108 - 0x1105]
Definition d_a_e_rdb.h:195
s8 field_0x6c5
Definition d_a_e_rdb.h:143
s8 field_0x6c8
Definition d_a_e_rdb.h:146
s16 field_0x6c0
Definition d_a_e_rdb.h:140
dBgS_ObjAcch mAcch
Definition d_a_e_rdb.h:163
s16 field_0x6a8
Definition d_a_e_rdb.h:133
u32 field_0xfe8[24]
Definition d_a_e_rdb.h:181
J3DModel * mpAxeModel
Definition d_a_e_rdb.h:122
u32 field_0x6ec
Definition d_a_e_rdb.h:161
s8 field_0x6c6
Definition d_a_e_rdb.h:144
s16 field_0x6d0
Definition d_a_e_rdb.h:151
s8 field_0x680
Definition d_a_e_rdb.h:125
s8 field_0x6c4
Definition d_a_e_rdb.h:142
f32 field_0x6e4
Definition d_a_e_rdb.h:158
s16 field_0x6c2
Definition d_a_e_rdb.h:141
s16 field_0x6ca
Definition d_a_e_rdb.h:148
f32 field_0x5cc
Definition d_a_e_rdb.h:119
u8 field_0x10fc[0x1104 - 0x10fc]
Definition d_a_e_rdb.h:193
cXyz field_0x10d0
Definition d_a_e_rdb.h:188
cXyz field_0xfc0
Definition d_a_e_rdb.h:170
s16 field_0x6ce
Definition d_a_e_rdb.h:150
u8 field_0x5b6
Definition d_a_e_rdb.h:116
u8 field_0x6aa[0x6ac - 0x6aa]
Definition d_a_e_rdb.h:134
s8 field_0xfcd
Definition d_a_e_rdb.h:172
u32 field_0xfd0[2]
Definition d_a_e_rdb.h:175
s16 mMode
Definition d_a_e_rdb.h:115
int mAnm
Definition d_a_e_rdb.h:121
s16 field_0x6a4
Definition d_a_e_rdb.h:131
csXyz field_0x69c
Definition d_a_e_rdb.h:129
f32 mBlend
Definition d_a_e_rdb.h:156
request_of_phase_process_class mPhase
Definition d_a_e_rdb.h:114
s8 field_0xfe6
Definition d_a_e_rdb.h:179
s16 mAngleToPlayer
Definition d_a_e_rdb.h:136
mDoExt_McaMorfSO * mpModelMorf
Definition d_a_e_rdb.h:118
s8 field_0x6c7
Definition d_a_e_rdb.h:145
u8 field_0x6ea[0x6ec - 0x6ea]
Definition d_a_e_rdb.h:160
f32 field_0x6d4
Definition d_a_e_rdb.h:153
s16 mAction
Definition d_a_e_rdb.h:124
u8 field_0x6b2[2]
Definition d_a_e_rdb.h:137
cXyz mDemoCamEye
Definition d_a_e_rdb.h:185
dCcD_Stts mStts2
Definition d_a_e_rdb.h:167
u32 mShadowKey
Definition d_a_e_rdb.h:138
dCcD_Cyl field_0xcec
Definition d_a_e_rdb.h:166
dMsgFlow_c mMsgFlow
Definition d_a_e_rdb.h:196
u8 field_0xfd8[0xfe4 - 0xfd8]
Definition d_a_e_rdb.h:176
s16 field_0x6d2
Definition d_a_e_rdb.h:152
dBgS_AcchCir mAcchCir
Definition d_a_e_rdb.h:162
u8 field_0x6d9[0x6dc - 0x6d9]
Definition d_a_e_rdb.h:155
u8 field_0x681[0x684 - 0x681]
Definition d_a_e_rdb.h:126
u8 field_0xfce
Definition d_a_e_rdb.h:173
s8 field_0xfe4
Definition d_a_e_rdb.h:177
f32 mDistToPlayer
Definition d_a_e_rdb.h:135
Z2CreatureEnemy mSound
Definition d_a_e_rdb.h:120
u32 field_0x1048[24]
Definition d_a_e_rdb.h:182
dCcD_Sph field_0x944[3]
Definition d_a_e_rdb.h:165
s16 field_0x6b8[4]
Definition d_a_e_rdb.h:139
cXyz field_0x684
Definition d_a_e_rdb.h:127
s16 field_0x6cc
Definition d_a_e_rdb.h:149
cXyz field_0x690
Definition d_a_e_rdb.h:128
dCcD_Sph field_0xe64
Definition d_a_e_rdb.h:168
fopEn_enemy_c enemy
Definition d_a_e_rdb.h:113
u8 field_0x1104
Definition d_a_e_rdb.h:194
dCcD_Stts mStts
Definition d_a_e_rdb.h:164
f32 field_0x10f8
Definition d_a_e_rdb.h:192
E_RDB_RES_FILE_ID
Definition d_a_e_rdb.h:21
@ BCK_RB_RDEAD2_FALL
Definition d_a_e_rdb.h:60
@ BCK_RB_RWALK
Definition d_a_e_rdb.h:86
@ BCK_RB_LV9_END02
Definition d_a_e_rdb.h:46
@ BCK_RB_STEP
Definition d_a_e_rdb.h:87
@ BCK_RB_RUN
Definition d_a_e_rdb.h:83
@ BCK_RB_RJUMP_A
Definition d_a_e_rdb.h:68
@ BCK_RB_DAMAGEBL
Definition d_a_e_rdb.h:31
@ BCK_RB_ED_DEMO_DOWNWAIT
Definition d_a_e_rdb.h:41
@ BMDR_MUNE_ARMOR
Definition d_a_e_rdb.h:101
@ BMDR_RB_SHIELDR
Definition d_a_e_rdb.h:106
@ BCK_RB_DAMAGEFL
Definition d_a_e_rdb.h:34
@ BMDR_FACE_ARMOR
Definition d_a_e_rdb.h:96
@ BCK_HORN_RPLAY_STOP
Definition d_a_e_rdb.h:24
@ BCK_RB_RGUARD_F
Definition d_a_e_rdb.h:65
@ BMDR_LEGL_ARMOR
Definition d_a_e_rdb.h:98
@ BCK_RB_RWAIT02
Definition d_a_e_rdb.h:85
@ BCK_RB_RGUARD_L
Definition d_a_e_rdb.h:66
@ BCK_RB_ROP_DEMO2_WAIT
Definition d_a_e_rdb.h:73
@ BCK_RB_ED_DEMO_DOWN
Definition d_a_e_rdb.h:39
@ BCK_RB_RDAMAGEL
Definition d_a_e_rdb.h:56
@ BMDR_ARMR_ARMOR
Definition d_a_e_rdb.h:95
@ BMDR_RB_SHIELDL
Definition d_a_e_rdb.h:105
@ BCK_RB_RPLAY_RUNR
Definition d_a_e_rdb.h:75
@ BCK_RB_ATTACK03_END
Definition d_a_e_rdb.h:28
@ BMDR_RB_ONO
Definition d_a_e_rdb.h:104
@ BCK_RB_FALL
Definition d_a_e_rdb.h:43
@ BCK_RB_ED_DEMO_DOWNUP
Definition d_a_e_rdb.h:40
@ BCK_RB_DAMAGEF
Definition d_a_e_rdb.h:33
@ BMDR_ARML_ARMOR
Definition d_a_e_rdb.h:93
@ BCK_RB_RDOWNB
Definition d_a_e_rdb.h:62
@ BCK_RB_ATTACK01
Definition d_a_e_rdb.h:26
@ BCK_RB_RSTART
Definition d_a_e_rdb.h:80
@ BCK_RB_ATTACK03_SPIN
Definition d_a_e_rdb.h:29
@ BCK_RB_LV9_END01
Definition d_a_e_rdb.h:45
@ BCK_RB_RJUMP_C
Definition d_a_e_rdb.h:70
@ BMDR_SHOULDERR_ARMOR
Definition d_a_e_rdb.h:110
@ BCK_RB_RPLAY_RUNL
Definition d_a_e_rdb.h:74
@ BCK_RB_RDOWNB_UP
Definition d_a_e_rdb.h:64
@ BCK_RB_DOWN_WAIT
Definition d_a_e_rdb.h:38
@ BMDR_HEAD_ARMOR
Definition d_a_e_rdb.h:97
@ BCK_RB_RNEIGH
Definition d_a_e_rdb.h:71
@ BCK_RB_DOWN
Definition d_a_e_rdb.h:36
@ BMDR_ARMR2_ARMOR
Definition d_a_e_rdb.h:94
@ BMDR_SENA2_ARMOR
Definition d_a_e_rdb.h:107
@ BMDR_RB
Definition d_a_e_rdb.h:102
@ BCK_RB_RGUARD_R
Definition d_a_e_rdb.h:67
@ BCK_RB_ROP_DEMO2_EXCITE
Definition d_a_e_rdb.h:72
@ BCK_RB_ATTACK02
Definition d_a_e_rdb.h:27
@ BCK_RB_LV9_OP02
Definition d_a_e_rdb.h:49
@ BCK_RB_RWAIT
Definition d_a_e_rdb.h:84
@ BCK_RB_RSTEP
Definition d_a_e_rdb.h:82
@ BCK_RB_RRUN
Definition d_a_e_rdb.h:78
@ BCK_HORN_RPLAY_STOP2
Definition d_a_e_rdb.h:25
@ BCK_RB_DAMAGEFR
Definition d_a_e_rdb.h:35
@ BCK_RB_RDEAD
Definition d_a_e_rdb.h:58
@ BCK_RB_ED_DEMO_DOWNWALK
Definition d_a_e_rdb.h:42
@ BCK_RB_RDEAD2_RUN
Definition d_a_e_rdb.h:61
@ BCK_RB_LV9_END03
Definition d_a_e_rdb.h:47
@ BCK_RB_PUSH
Definition d_a_e_rdb.h:51
@ BCK_RB_DOWN_RETURN
Definition d_a_e_rdb.h:37
@ BMDR_RB_HORN
Definition d_a_e_rdb.h:103
@ BCK_RB_RPLAY_STOP
Definition d_a_e_rdb.h:76
@ BMDR_MUNE2_ARMOR
Definition d_a_e_rdb.h:100
@ BCK_RB_RJUMP_B
Definition d_a_e_rdb.h:69
@ BCK_RB_RPLAY_STOP2
Definition d_a_e_rdb.h:77
@ BCK_RB_GUARD
Definition d_a_e_rdb.h:44
@ BCK_RB_RDAMAGE01
Definition d_a_e_rdb.h:53
@ BMDR_ARML2_ARMOR
Definition d_a_e_rdb.h:92
@ BCK_RB_RCOMEON
Definition d_a_e_rdb.h:52
@ BCK_RB_OP_DEMO_SWING
Definition d_a_e_rdb.h:50
@ BCK_RB_DAMAGEBR
Definition d_a_e_rdb.h:32
@ BCK_RB_RDAMAGE02
Definition d_a_e_rdb.h:54
@ BCK_RB_RSTARTLOOP
Definition d_a_e_rdb.h:81
@ BCK_RB_RDAMAGEB
Definition d_a_e_rdb.h:55
@ BCK_RB_WALK
Definition d_a_e_rdb.h:89
@ BMDR_SHOULDERL_ARMOR
Definition d_a_e_rdb.h:109
@ BCK_RB_RDAMAGER
Definition d_a_e_rdb.h:57
@ BCK_RB_WAIT01
Definition d_a_e_rdb.h:88
@ BMDR_LEGR_ARMOR
Definition d_a_e_rdb.h:99
@ BMDR_SENA_ARMOR
Definition d_a_e_rdb.h:108
@ BCK_RB_RDOWNB_RUN
Definition d_a_e_rdb.h:63
@ BCK_RB_RSLIP
Definition d_a_e_rdb.h:79
@ BCK_RB_RDEAD2_DAMAGE
Definition d_a_e_rdb.h:59
@ BCK_RB_LV9_OP01
Definition d_a_e_rdb.h:48
@ BCK_HORN_RPLAY_RUN
Definition d_a_e_rdb.h:23
@ BCK_RB_ATTACK03_START
Definition d_a_e_rdb.h:30
u8 field_0x6c9[0x6ca - 0x6c9]
Definition d_a_e_rdb.h:147
cXyz field_0x10c4
Definition d_a_e_rdb.h:187
s16 field_0x6e8
Definition d_a_e_rdb.h:159
s8 field_0x6d8
Definition d_a_e_rdb.h:154
s8 field_0xfcf
Definition d_a_e_rdb.h:174
dCcU_AtInfo mAtInfo
Definition d_a_e_rdb.h:169
s16 field_0x10aa
Definition d_a_e_rdb.h:184
cXyz mDemoCamCenter
Definition d_a_e_rdb.h:186
s8 field_0xfe5
Definition d_a_e_rdb.h:178
f32 field_0x6e0
Definition d_a_e_rdb.h:157
u8 field_0xfe7
Definition d_a_e_rdb.h:180
u8 field_0x5b7[0x5c8 - 0x5b7]
Definition d_a_e_rdb.h:117
cXyz field_0x10e8
Definition d_a_e_rdb.h:190
s16 field_0x67c
Definition d_a_e_rdb.h:123
s16 mDemoMode
Definition d_a_e_rdb.h:183
s8 field_0xfcc
Definition d_a_e_rdb.h:171
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
STATIC_ASSERT(sizeof(e_rdb_class)==0x1154)
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