Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_yk.h
Go to the documentation of this file.
1
8#ifndef D_A_E_YK_H
9#define D_A_E_YK_H
10
13#include "f_op/f_op_actor.h"
14#include "d/d_bg_s_acch.h"
15#include "d/d_cc_d.h"
16#include "d/d_cc_uty.h"
17#include "d/d_path.h"
18
36
42public:
43 /* 8080482C */ daE_YK_HIO_c();
44 /* 808077E0 */ virtual ~daE_YK_HIO_c() {}
45
46 /* 0x00 */ // vtable
47 /* 0x04 */ s8 field_0x04; // padding after this
48 /* 0x08 */ f32 field_0x08;
49 /* 0x0C */ f32 field_0x0c;
50 /* 0x10 */ f32 field_0x10;
51 /* 0x14 */ f32 field_0x14;
52 /* 0x18 */ f32 field_0x18;
53};
54
63class e_yk_class : public fopEn_enemy_c {
64public:
66 /* 0x5B4 */ u8 mParam1;
67 /* 0x5B5 */ u8 mPlayerTriggerBase;
68 /* 0x5B6 */ u8 field_0x5b6;
69 /* 0x5B7 */ u8 mPathIdx;
70 /* 0x5B8 */ u8 field_0x5b8;
71 /* 0x5B9 */ s8 mPathPntIdx;
72 /* 0x5BA */ s8 field_0x5ba;
73 /* 0x5BB */ u8 field_0x5bb;
74 /* 0x5BC */ dPath* mpPath;
77 /* 0x668 */ int mResIdx;
78 /* 0x66C */ s16 field_0x66c;
79 /* 0x66E */ s16 mAction;
80 /* 0x670 */ s16 mActionPhase;
81 /* 0x674 */ cXyz mPathPntPos;
82 /* 0x680 */ s16 mAngleFromPlayer;
84 /* 0x688 */ f32 mPlayerTrigger;
85 /* 0x68C */ f32 field_0x68c;
86 /* 0x690 */ f32 field_0x690;
87 /* 0x694 */ f32 field_0x694;
88 /* 0x698 */ s16 field_0x698;
89 /* 0x69A */ csXyz field_0x69a;
90 /* 0x6A0 */ s8 field_0x6a0;
91 /* 0x6A1 */ u8 field_0x6a1;
92 /* 0x6A2 */ s16 field_0x6a2[4];
93 /* 0x6AA */ s16 field_0x6aa;
94 /* 0x6AC */ s16 field_0x6ac[6];
102 /* 0xA78 */ u32 field_0xa78;
103 /* 0xA7C */ u32 field_0xa7c;
104 /* 0xA80 */ u32 field_0xa80;
105 /* 0xA84 */ u32 mParticleEmitterIds[2];
106 /* 0xA8C */ u8 field_0xa8c;
107};
108// size: 0xA90
109
110#endif /* D_A_E_YK_H */
Definition Z2Creature.h:154
Definition d_cc_d.h:432
Shadow Keese Host Input Output class.
Definition d_a_e_yk.h:41
s8 field_0x04
Definition d_a_e_yk.h:47
f32 field_0x08
Definition d_a_e_yk.h:48
f32 field_0x18
Definition d_a_e_yk.h:52
f32 field_0x10
Definition d_a_e_yk.h:50
f32 field_0x0c
Definition d_a_e_yk.h:49
f32 field_0x14
Definition d_a_e_yk.h:51
virtual ~daE_YK_HIO_c()
Definition d_a_e_yk.h:44
daE_YK_HIO_c()
Definition d_a_e_yk.cpp:25
Twilight Keese.
Definition d_a_e_yk.h:63
u32 field_0xa78
???
Definition d_a_e_yk.h:102
u8 field_0x6a1
???
Definition d_a_e_yk.h:91
request_of_phase_process_class mPhase
Actor phase process class.
Definition d_a_e_yk.h:65
dCcD_Sph mCollisionSphere
Collision sphere.
Definition d_a_e_yk.h:100
dPath * mpPath
Flight path. Flight path for the actor to follow?
Definition d_a_e_yk.h:74
s16 field_0x6ac[6]
???
Definition d_a_e_yk.h:94
s16 mActionPhase
Current action phase. Tracks the phase of the current action of the actor.
Definition d_a_e_yk.h:80
f32 mDistanceXZFromPlayer
Distance from player. Tracks the current distance the actor is from the player.
Definition d_a_e_yk.h:83
u8 field_0xa8c
???
Definition d_a_e_yk.h:106
dBgS_AcchCir field_0x6c8
???
Definition d_a_e_yk.h:97
u32 field_0xa7c
???
Definition d_a_e_yk.h:103
Z2CreatureEnemy mCreature
Z2 Audio class. Used for playing actor noises.
Definition d_a_e_yk.h:76
s16 field_0x6aa
???
Definition d_a_e_yk.h:93
f32 field_0x68c
???
Definition d_a_e_yk.h:85
f32 field_0x690
???
Definition d_a_e_yk.h:86
s8 field_0x5ba
???
Definition d_a_e_yk.h:72
u8 mParam1
Actor parameter. Used to determine default action?
Definition d_a_e_yk.h:66
int mResIdx
Resource index. Tracks the index of the last resource loaded.
Definition d_a_e_yk.h:77
cXyz mPathPntPos
Path point position. Tracks the position of the point the actor is along a path.
Definition d_a_e_yk.h:81
u8 mPathIdx
Path index. Used to lookup/set mpPath based on the room.
Definition d_a_e_yk.h:69
s16 mAction
Current action. Tracks the current action of the actor.
Definition d_a_e_yk.h:79
f32 mPlayerTrigger
Trigger distance from player. Tracks how close to the actor the player has to be before it will begin...
Definition d_a_e_yk.h:84
s16 mBoomrangXRotOffset
Boomerang rotation offset. Tracks the offset x rotation when the actor is caught in the gale boomeran...
Definition d_a_e_yk.h:96
u8 field_0x5b6
???
Definition d_a_e_yk.h:68
f32 field_0x694
???
Definition d_a_e_yk.h:87
s8 field_0x6a0
???
Definition d_a_e_yk.h:90
u32 field_0xa80
???
Definition d_a_e_yk.h:104
s16 mAngleFromPlayer
Angle from player. Tracks the current actor angle from player.
Definition d_a_e_yk.h:82
u8 mPlayerTriggerBase
Actor parameter. Used to determine mPlayerTrigger value.
Definition d_a_e_yk.h:67
dCcU_AtInfo mAtColliderInfo
Attack collider info. Used when actor gets hit.
Definition d_a_e_yk.h:101
mDoExt_McaMorfSO * mpMorfSO
MorfSO pointer. Tracks the last resource loaded.
Definition d_a_e_yk.h:75
csXyz field_0x69a
???
Definition d_a_e_yk.h:89
s16 field_0x698
???
Definition d_a_e_yk.h:88
s16 field_0x66c
???
Definition d_a_e_yk.h:78
dCcD_Stts mCollisionStatus
Collision status.
Definition d_a_e_yk.h:99
dBgS_ObjAcch field_0x708
???
Definition d_a_e_yk.h:98
s16 field_0x6a2[4]
???
Definition d_a_e_yk.h:92
s8 mPathPntIdx
Path point index. Tracks the index of the points along the actor's path.
Definition d_a_e_yk.h:71
u8 field_0x5bb
???
Definition d_a_e_yk.h:73
u8 field_0x5b8
???
Definition d_a_e_yk.h:70
cXyz mBoomrangPosOffset
Boomerang position offset. Tracks the offset position when the actor is caught in the gale boomerang.
Definition d_a_e_yk.h:95
u32 mParticleEmitterIds[2]
???
Definition d_a_e_yk.h:105
Definition f_op_actor.h:249
daE_YK_Action
Shadow Keese current action.
Definition d_a_e_yk.h:24
@ ACT_PATH_FLY
Definition d_a_e_yk.h:31
@ ACT_RETURN
Definition d_a_e_yk.h:29
@ ACT_FIGHT_FLY
Definition d_a_e_yk.h:26
@ ACT_FIGHT
Definition d_a_e_yk.h:27
@ ACT_FLY
Definition d_a_e_yk.h:30
@ ACT_WIND
Definition d_a_e_yk.h:34
@ ACT_ATTACK
Definition d_a_e_yk.h:28
@ ACT_ROOF
Definition d_a_e_yk.h:25
@ ACT_WOLFBITE
Definition d_a_e_yk.h:33
@ ACT_CHANCE
Definition d_a_e_yk.h:32
Definition d_a_hozelda.cpp:20
Definition d_a_ep.cpp:66
Definition d_a_npc_fguard.cpp:98
Definition d_a_npc_fguard.cpp:94
Definition d_a_npc_fguard.cpp:70
Definition d_a_ep.cpp:99
Definition d_a_npc_cd2.cpp:35
Definition d_a_npc_fguard.cpp:23
Definition d_a_hozelda.cpp:14
signed char s8
Definition types.h:4
unsigned long u32
Definition types.h:10
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned char u8
Definition types.h:8