Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_tt.h
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1#ifndef D_A_E_TT_H
2#define D_A_E_TT_H
3
5
14class daE_TT_c : public fopEn_enemy_c {
15 /* 807BD7EC */ void ctrlJoint(J3DJoint*, J3DModel*);
16 /* 807BD8E0 */ void JointCallBack(J3DJoint*, int);
17 /* 807BD92C */ void draw();
18 /* 807BDAE0 */ void setBck(int, u8, f32, f32);
19 /* 807BDB84 */ void calcHitGroundSpeed();
20 /* 807BDBE4 */ void setActionMode(int, int);
21 /* 807BDC10 */ void getCutType();
22 /* 807BDC50 */ void damage_check();
23 /* 807BDE5C */ void checkWaterSurface();
24 /* 807BDF60 */ void checkFootGround();
25 /* 807BE2A8 */ void setBodyLandEffect();
26 /* 807BE438 */ void setWaterEffect();
27 /* 807BE708 */ void setDeathEyeEffect();
28 /* 807BE99C */ void setDeathFootEffect();
29 /* 807BEBAC */ void checkPlayerSearch();
30 /* 807BED70 */ void executeWait();
31 /* 807BF358 */ void executeChase();
32 /* 807BF914 */ void executeAttack();
33 /* 807BFD38 */ void setDamageInit();
34 /* 807BFD60 */ void executeDamage();
35 /* 807BFFF4 */ void executeDeath();
36 /* 807C033C */ void executeOutRange();
37 /* 807C0530 */ void executeFirstAttack();
38 /* 807C0C28 */ void action();
39 /* 807C0E10 */ void mtx_set(int);
40 /* 807C0EE8 */ void cc_set();
41 /* 807C1024 */ void execute();
42 /* 807C1164 */ void _delete();
43 /* 807C121C */ void CreateHeap();
44 /* 807C13B4 */ void create();
45private:
46 /* 0x5ac */ u8 field_0x5ac[0xad0 - 0x5ac];
47};
48
49STATIC_ASSERT(sizeof(daE_TT_c) == 0xad0);
50
52 /* 807BD7AC */ daE_TT_HIO_c();
53 /* 807C1AA8 */ ~daE_TT_HIO_c();
54};
55
56
57#endif /* D_A_E_TT_H */
Definition d_a_e_tt.h:51
daE_TT_HIO_c()
Definition d_a_e_tt.cpp:560
~daE_TT_HIO_c()
Definition d_a_e_tt.cpp:1282
Tektite.
Definition d_a_e_tt.h:14
void setDamageInit()
Definition d_a_e_tt.cpp:1062
u8 field_0x5ac[0xad0 - 0x5ac]
Definition d_a_e_tt.h:46
void executeAttack()
Definition d_a_e_tt.cpp:1057
void executeWait()
Definition d_a_e_tt.cpp:972
void checkWaterSurface()
Definition d_a_e_tt.cpp:761
void JointCallBack(J3DJoint *, int)
Definition d_a_e_tt.cpp:570
void setWaterEffect()
Definition d_a_e_tt.cpp:882
void executeDamage()
Definition d_a_e_tt.cpp:1067
void cc_set()
Definition d_a_e_tt.cpp:1161
void setActionMode(int, int)
Definition d_a_e_tt.cpp:731
void execute()
Definition d_a_e_tt.cpp:1166
void draw()
Definition d_a_e_tt.cpp:583
void calcHitGroundSpeed()
Definition d_a_e_tt.cpp:624
void checkPlayerSearch()
Definition d_a_e_tt.cpp:931
void action()
Definition d_a_e_tt.cpp:1117
void executeFirstAttack()
Definition d_a_e_tt.cpp:1112
void _delete()
Definition d_a_e_tt.cpp:1181
void checkFootGround()
Definition d_a_e_tt.cpp:828
void setBck(int, u8, f32, f32)
Definition d_a_e_tt.cpp:604
void executeOutRange()
Definition d_a_e_tt.cpp:1107
void create()
Definition d_a_e_tt.cpp:1230
void setDeathFootEffect()
Definition d_a_e_tt.cpp:918
void executeChase()
Definition d_a_e_tt.cpp:1030
void CreateHeap()
Definition d_a_e_tt.cpp:1191
void mtx_set(int)
Definition d_a_e_tt.cpp:1148
void getCutType()
Definition d_a_e_tt.cpp:736
void setDeathEyeEffect()
Definition d_a_e_tt.cpp:900
void executeDeath()
Definition d_a_e_tt.cpp:1094
void damage_check()
Definition d_a_e_tt.cpp:741
void ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_e_tt.cpp:565
void setBodyLandEffect()
Definition d_a_e_tt.cpp:850
Definition f_op_actor.h:249
STATIC_ASSERT(sizeof(daE_TT_c)==0xad0)
Definition d_a_hozelda.cpp:239
Definition d_a_ep.cpp:155
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8