Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_yk.h
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1
8#ifndef D_A_E_YK_H
9#define D_A_E_YK_H
10
13#include "f_op/f_op_actor_mng.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
45class e_yk_class : public fopEn_enemy_c {
46public:
48 /* 0x5B4 */ u8 mBehaviorMode;
49 /* 0x5B5 */ u8 mPlayerTriggerBase;
50 /* 0x5B6 */ u8 field_0x5b6;
51 /* 0x5B7 */ u8 mPathIdx;
52 /* 0x5B8 */ u8 mPathActive;
53 /* 0x5B9 */ s8 mPathPntIdx;
54 /* 0x5BA */ s8 mPathDirection;
55 /* 0x5BC */ dPath* mpPath;
58 /* 0x668 */ s32 mResIdx;
59 /* 0x66C */ s16 mFrameCounter;
60 /* 0x66E */ s16 mAction;
61 /* 0x670 */ s16 mActionPhase;
62 /* 0x674 */ cXyz mPathPntPos;
63 /* 0x680 */ s16 mAngleFromPlayer;
65 /* 0x688 */ f32 mPlayerTrigger;
66 /* 0x68C */ f32 mMoveInterpolation;
67 /* 0x690 */ f32 mTurnSpeed;
68 /* 0x694 */ f32 mKnockbackSpeed;
69 /* 0x698 */ s16 mKnockbackAngle;
70 /* 0x69A */ csXyz mStunRotation;
71 /* 0x6A0 */ s8 mDeathFlag;
72 /* 0x6A2 */ s16 mActionTimers[4];
74 /* 0x6AC */ s16 field_0x6ac[6];
82 /* 0xA78 */ u32 mSmokeEffectId;
83 /* 0xA7C */ u32 mSmokeEffectParams;
84 /* 0xA80 */ u32 mShadowParticleId;
85 /* 0xA84 */ u32 mWingParticleIds[2];
86 /* 0xA8C */ u8 mIsFirstSpawn;
87};
88
89STATIC_ASSERT(sizeof(e_yk_class) == 0xA90);
90
91#endif /* D_A_E_YK_H */
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:473
Definition d_cc_d.h:269
Twilight Keese (Yami Keese)
Definition d_a_e_yk.h:45
u32 mSmokeEffectId
ID for smoke particle effect.
Definition d_a_e_yk.h:82
request_of_phase_process_class mPhase
Resource loading phase handler.
Definition d_a_e_yk.h:47
dCcD_Sph mCollisionSphere
Spherical collision shape.
Definition d_a_e_yk.h:80
dPath * mpPath
Pointer to current flight path data.
Definition d_a_e_yk.h:55
dBgS_AcchCir mWallCollisionCircle
Circular collision volume for wall detection and response.
Definition d_a_e_yk.h:77
s16 field_0x6ac[6]
Reserved/unused timer array.
Definition d_a_e_yk.h:74
s16 mActionPhase
Sub-phase within current action.
Definition d_a_e_yk.h:61
s16 mActionTimers[4]
Timers for various action states (movement, attack, etc).
Definition d_a_e_yk.h:72
f32 mDistanceXZFromPlayer
XZ distance between keese and player.
Definition d_a_e_yk.h:64
u32 mWingParticleIds[2]
IDs for wing particle effects.
Definition d_a_e_yk.h:85
s16 mKnockbackAngle
Direction angle when knocked back.
Definition d_a_e_yk.h:69
f32 mMoveInterpolation
Movement interpolation factor (0.0-1.0).
Definition d_a_e_yk.h:66
Z2CreatureEnemy mCreature
Sound effect and voice handler.
Definition d_a_e_yk.h:57
f32 mKnockbackSpeed
Speed when knocked back from damage.
Definition d_a_e_yk.h:68
s16 mInvulnerabilityTimer
Frames of damage invulnerability remaining.
Definition d_a_e_yk.h:73
cXyz mPathPntPos
Target position (path point or player).
Definition d_a_e_yk.h:62
u8 mPathIdx
Path index for room path lookup.
Definition d_a_e_yk.h:51
s16 mAction
Current action state.
Definition d_a_e_yk.h:60
f32 mPlayerTrigger
Distance threshold for player detection.
Definition d_a_e_yk.h:65
s8 mPathDirection
Direction to traverse path (1: forward, -1: backward).
Definition d_a_e_yk.h:54
u8 mPathActive
Flag indicating if path following is active (pathIdx + 1).
Definition d_a_e_yk.h:52
s16 mBoomrangXRotOffset
Rotation offset when caught in Gale Boomerang.
Definition d_a_e_yk.h:76
u8 field_0x5b6
Appears unused.
Definition d_a_e_yk.h:50
s16 mAngleFromPlayer
Angle between keese and player in XZ plane.
Definition d_a_e_yk.h:63
u8 mPlayerTriggerBase
Base value used to calculate player detection range (multiplied by 100).
Definition d_a_e_yk.h:49
u32 mSmokeEffectParams
Parameters for smoke effect.
Definition d_a_e_yk.h:83
u8 mIsFirstSpawn
Set to 1 if this is the first keese spawned in room.
Definition d_a_e_yk.h:86
dCcU_AtInfo mAtColliderInfo
Attack collision processor.
Definition d_a_e_yk.h:81
s32 mResIdx
Current animation resource index.
Definition d_a_e_yk.h:58
s8 mDeathFlag
Set to 1 when keese is dying.
Definition d_a_e_yk.h:71
mDoExt_McaMorfSO * mpMorfSO
Model and animation handler.
Definition d_a_e_yk.h:56
dBgS_ObjAcch mActorCollisionHandler
Handles all collision types (ground/wall/roof/water) for this actor.
Definition d_a_e_yk.h:78
u32 mShadowParticleId
ID for shadow trail particle effect.
Definition d_a_e_yk.h:84
dCcD_Stts mCollisionStatus
Collision state tracking.
Definition d_a_e_yk.h:79
u8 mBehaviorMode
Controls default behavior (0: return to roof, 1: free flying).
Definition d_a_e_yk.h:48
s16 mFrameCounter
Increments each frame, used for periodic events.
Definition d_a_e_yk.h:59
s8 mPathPntIdx
Current index in path point array.
Definition d_a_e_yk.h:53
csXyz mStunRotation
Rotation angles during stun animation.
Definition d_a_e_yk.h:70
f32 mTurnSpeed
Angular velocity for turning.
Definition d_a_e_yk.h:67
cXyz mBoomrangPosOffset
Position offset when caught in Gale Boomerang.
Definition d_a_e_yk.h:75
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
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
STATIC_ASSERT(sizeof(e_yk_class)==0xA90)
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
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
Definition c_xyz.h:7
Definition d_cc_uty.h:20
Definition d_path.h:18
Definition c_phase.h:17