Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_e_zs.h
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1#ifndef D_A_E_ZS_H
2#define D_A_E_ZS_H
3
4#include "d/d_bg_s_acch.h"
5#include "d/d_cc_d.h"
6#include "f_op/f_op_actor.h"
7
16class daE_ZS_c : public fopEn_enemy_c {
17public:
19 /* 0 */ ACT_APPEAR,
20 /* 1 */ ACT_WAIT,
21 /* 2 */ ACT_DAMAGE,
22 /* 3 */ ACT_DRIVE
23 };
24
25 int draw();
26 void setBck(int, u8, f32, f32);
27 void setActionMode(int, int);
28 void damage_check();
30 void executeAppear();
31 void executeWait();
32 void executeDamage();
33 void executeDrive();
34 void action();
35 void mtx_set();
36 void cc_set();
37 int execute();
38 int _delete();
39 int CreateHeap();
40 int create();
41
42private:
46 /* 0x65c */ f32 field_0x65c;
47 /* 0x660 */ int mAction;
48 /* 0x664 */ int mMode;
49 /* 0x668 */ int mResIndex;
50 /* 0x66c */ u32 mShadowKey;
51 /* 0x670 */ u8 field_0x670;
52 /* 0x671 */ u8 field_0x671;
53 /* 0x672 */ u8 field_0x672;
54 /* 0x673 */ u8 field_0x673;
56 /* 0x6b4 */ dBgS_ObjAcch mAcch;
57 /* 0x88c */ dCcD_Stts mStts;
58 /* 0x8c8 */ dCcD_Cyl mCyl;
59 /* 0xa04 */ cCcD_Obj* mpCollider;
60 /* 0xa08 */ u8 field_0xa08[0xa0c - 0xa08];
62 /* 0xa10 */ u8 field_0xa10[0xa22 - 0xa10];
63 /* 0xa22 */ s8 field_0xa22;
64 /* 0xa23 */ u8 field_0xa23[0xa28 - 0xa23];
65 /* 0xa28 */ u8 field_0xa28;
66 /* 0xa29 */ u8 field_0xa29[0xa3c - 0xa29];
67};
68
69STATIC_ASSERT(sizeof(daE_ZS_c) == 0xa3c);
70
71#endif /* D_A_E_ZS_H */
Definition Z2Creature.h:37
Definition c_cc_d.h:435
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:269
Staltroop.
Definition d_a_e_zs.h:16
Z2CreatureEnemy * mpSound
Definition d_a_e_zs.h:61
u32 mShadowKey
Definition d_a_e_zs.h:50
dBgS_ObjAcch mAcch
Definition d_a_e_zs.h:56
void executeWait()
Definition d_a_e_zs.cpp:259
u8 field_0xa23[0xa28 - 0xa23]
Definition d_a_e_zs.h:64
void damage_check()
Definition d_a_e_zs.cpp:80
int create()
Definition d_a_e_zs.cpp:500
dCcD_Cyl mCyl
Definition d_a_e_zs.h:58
int mMode
Definition d_a_e_zs.h:48
daE_ZS_Action
Definition d_a_e_zs.h:18
@ ACT_DAMAGE
Definition d_a_e_zs.h:21
@ ACT_APPEAR
Definition d_a_e_zs.h:19
@ ACT_WAIT
Definition d_a_e_zs.h:20
@ ACT_DRIVE
Definition d_a_e_zs.h:22
Z2CreatureEnemy mSound
Definition d_a_e_zs.h:45
void executeDamage()
Definition d_a_e_zs.cpp:298
dBgS_AcchCir mAcchCir
Definition d_a_e_zs.h:55
f32 field_0x65c
Definition d_a_e_zs.h:46
u8 field_0x673
Definition d_a_e_zs.h:54
void setActionMode(int, int)
Definition d_a_e_zs.cpp:71
void executeDrive()
Definition d_a_e_zs.cpp:334
void executeAppear()
Definition d_a_e_zs.cpp:168
u8 mBossHandCheck()
Definition d_a_e_zs.cpp:143
request_of_phase_process_class mPhase
Definition d_a_e_zs.h:43
int _delete()
Definition d_a_e_zs.cpp:468
u8 field_0x670
Definition d_a_e_zs.h:51
mDoExt_McaMorfSO * mpMorf
Definition d_a_e_zs.h:44
s8 field_0xa22
Definition d_a_e_zs.h:63
dCcD_Stts mStts
Definition d_a_e_zs.h:57
int draw()
Definition d_a_e_zs.cpp:44
void setBck(int, u8, f32, f32)
Definition d_a_e_zs.cpp:65
u8 field_0xa10[0xa22 - 0xa10]
Definition d_a_e_zs.h:62
void mtx_set()
Definition d_a_e_zs.cpp:414
u8 field_0xa29[0xa3c - 0xa29]
Definition d_a_e_zs.h:66
cCcD_Obj * mpCollider
Definition d_a_e_zs.h:59
void action()
Definition d_a_e_zs.cpp:370
int mAction
Definition d_a_e_zs.h:47
u8 field_0xa08[0xa0c - 0xa08]
Definition d_a_e_zs.h:60
int execute()
Definition d_a_e_zs.cpp:445
int CreateHeap()
Definition d_a_e_zs.cpp:485
int mResIndex
Definition d_a_e_zs.h:49
u8 field_0x671
Definition d_a_e_zs.h:52
u8 field_0xa28
Definition d_a_e_zs.h:65
void cc_set()
Definition d_a_e_zs.cpp:425
u8 field_0x672
Definition d_a_e_zs.h:53
Definition f_op_actor.h:285
Definition m_Do_ext.h:331
STATIC_ASSERT(sizeof(daE_ZS_c)==0xa3c)
signed char s8
Definition types.h:7
unsigned long u32
Definition types.h:12
float f32
Definition types.h:25
unsigned char u8
Definition types.h:8
Definition c_phase.h:17