Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_hozelda.h
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1#ifndef D_A_HOZELDA_H
2#define D_A_HOZELDA_H
3
6
8public:
9 /* 80845EAC */ void init();
10
11 /* 80848D54 */ virtual ~daHoZelda_matAnm_c();
12 /* 80845EDC */ virtual void calc(J3DMaterial*) const;
13
14 static bool mEyeMoveFlg;
15 static u8 mMorfFrame;
16
17 /* 0x0F4 */ f32 field_0xf4;
18 /* 0x0F8 */ f32 field_0xf8;
19 /* 0x0FC */ f32 mNowOffsetX;
20 /* 0x100 */ f32 mNowOffsetY;
21};
22
23class daHoZelda_hio_c;
24
33class daHoZelda_c : public fopAc_ac_c {
34public:
35 /* 80846000 */ void createHeap();
36 /* 80846718 */ void modelCallBack(u16);
37 /* 808469B0 */ void create();
38 /* 80846DB0 */ ~daHoZelda_c();
39 /* 80846F4C */ void setDoubleAnime(f32, f32, f32, u16, u16, f32);
40 /* 8084718C */ void setUpperAnime(u16);
41 /* 80847234 */ void resetUpperAnime();
42 /* 808472C0 */ void setSingleAnime(u16, f32, f32, s16, f32);
43 /* 80847430 */ void animePlay();
44 /* 80847574 */ void setEyeBtp(u16);
45 /* 808475F0 */ void setEyeBtk(u16, u8);
46 /* 80847670 */ void setNormalFace();
47 /* 808476B0 */ void setAnm();
48 /* 80847E44 */ void setBowModel();
49 /* 80847F54 */ void setMatrix();
50 /* 80848058 */ void shootArrow();
51 /* 80848090 */ void deleteArrow();
52 /* 80848118 */ void setBowBck(u16);
53 /* 8084819C */ void setRideOffset();
54 /* 80848204 */ void clearEyeMove();
55 /* 80848254 */ void setEyeMove(cXyz const*, s16, s16);
56 /* 808484B8 */ void setNeckAngle();
57 /* 80848774 */ void searchBodyAngle();
58 /* 808489CC */ void execute();
59 /* 80848B64 */ void draw();
60
62 u8 checkBowMode() const { return field_0x6d8; }
63 void setDamageInit() { field_0x6db = 1; }
64
66 /* 0x570 */ J3DModel* mpZeldaModel;
67 /* 0x574 */ J3DModel* mpBowModel;
75 /* 0x618 */ Z2Creature mSound;
79 /* 0x6D4 */ daHoZelda_hio_c* mpHIO;
80 /* 0x6D8 */ u8 field_0x6d8;
81 /* 0x6D9 */ u8 field_0x6d9;
82 /* 0x6DA */ u8 field_0x6da;
83 /* 0x6DB */ u8 field_0x6db;
84 /* 0x6DC */ u8 field_0x6DC[0x6DD - 0x6DC];
85 /* 0x6DD */ u8 field_0x6dd;
86 /* 0x6DE */ u8 field_0x6de;
87 /* 0x6DF */ u8 field_0x6df;
88 /* 0x6E0 */ s8 mReverb;
89 /* 0x6E1 */ u8 field_0x6E1[0x6E4 - 0x6E1];
90 /* 0x6E4 */ u16 field_0x6e4;
91 /* 0x6E6 */ u16 field_0x6e6;
92 /* 0x6E8 */ u16 mUpperAnmID;
93 /* 0x6EA */ s16 mBowAnmID;
94 /* 0x6EC */ s16 field_0x6ec;
95 /* 0x6EE */ s16 field_0x6ee;
96 /* 0x6F0 */ u8 field_0x6F0[0x6F2 - 0x6F0];
97 /* 0x6F2 */ s16 field_0x6f2;
98 /* 0x6F4 */ s16 field_0x6f4;
99 /* 0x6F6 */ u8 field_0x6F6[0x6F8 - 0x6F6];
100 /* 0x6F8 */ Vec field_0x6f8;
101 /* 0x704 */ Vec* mpRideOffset;
102};
103
104#endif /* D_A_HOZELDA_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
f32(* MtxP)[4]
Definition mtx.h:18
Definition d_a_hozelda.cpp:229
Definition d_a_hozelda.cpp:93
Definition d_a_ep.cpp:155
MtxP getAnmMtx(int jointNo)
Definition J3DModel.h:101
Definition d_a_hozelda.cpp:18
Definition d_a_hozelda.cpp:163
Definition d_a_hozelda.cpp:20
Zelda (Horseback)
Definition d_a_hozelda.cpp:105
void animePlay()
void setSingleAnime(u16, f32, f32, s16, f32)
void modelCallBack(u16)
u8 field_0x6db
Definition d_a_hozelda.h:83
void setEyeBtp(u16)
s16 mBowAnmID
Definition d_a_hozelda.h:93
u16 mUpperAnmID
Definition d_a_hozelda.h:92
daHoZelda_hio_c * mpHIO
Definition d_a_hozelda.h:79
void create()
mDoExt_MtxCalcAnmBlendTblOld * field_0x5a8
Definition d_a_hozelda.h:70
s16 field_0x6f4
Definition d_a_hozelda.h:98
void clearEyeMove()
void setDoubleAnime(f32, f32, f32, u16, u16, f32)
u8 checkBowMode() const
Definition d_a_hozelda.h:62
void createHeap()
Vec field_0x6f8
Definition d_a_hozelda.h:100
u8 field_0x6d8
Definition d_a_hozelda.h:80
void setEyeBtk(u16, u8)
u8 field_0x6F0[0x6F2 - 0x6F0]
Definition d_a_hozelda.h:96
s16 field_0x6f2
Definition d_a_hozelda.h:97
daHoZelda_matAnm_c * field_0x610[2]
Definition d_a_hozelda.h:74
u8 field_0x6de
Definition d_a_hozelda.h:86
mDoExt_bckAnm mBowBck
Definition d_a_hozelda.h:76
u8 field_0x6DC[0x6DD - 0x6DC]
Definition d_a_hozelda.h:84
u8 field_0x6da
Definition d_a_hozelda.h:82
mDoExt_btpAnm mEyeBtp
Definition d_a_hozelda.h:68
daPy_actorKeep_c field_0x6cc
Definition d_a_hozelda.h:78
void searchBodyAngle()
daPy_actorKeep_c mArrowAcKeep
Definition d_a_hozelda.h:77
s8 mReverb
Definition d_a_hozelda.h:88
mDoExt_AnmRatioPack field_0x5ac[3]
Definition d_a_hozelda.h:71
request_of_phase_process_class mPhase
Definition d_a_hozelda.h:65
J3DModel * mpZeldaModel
Definition d_a_hozelda.h:66
u8 field_0x6E1[0x6E4 - 0x6E1]
Definition d_a_hozelda.h:89
Vec * mpRideOffset
Definition d_a_hozelda.h:101
u16 field_0x6e6
Definition d_a_hozelda.h:91
void shootArrow()
mDoExt_btkAnm mEyeBtk
Definition d_a_hozelda.h:69
u8 field_0x6dd
Definition d_a_hozelda.h:85
u8 field_0x6d9
Definition d_a_hozelda.h:81
void deleteArrow()
u16 field_0x6e4
Definition d_a_hozelda.h:90
Z2Creature mSound
Definition d_a_hozelda.h:75
void setRideOffset()
MtxP getRightHandMtx()
Definition d_a_hozelda.h:61
s16 field_0x6ee
Definition d_a_hozelda.h:95
void setBowBck(u16)
void setUpperAnime(u16)
void setDamageInit()
Definition d_a_hozelda.h:63
void execute()
void setEyeMove(cXyz const *, s16, s16)
void setAnm()
void setNeckAngle()
s16 field_0x6ec
Definition d_a_hozelda.h:94
mDoExt_MtxCalcOldFrame * field_0x5c4
Definition d_a_hozelda.h:72
void setBowModel()
u8 field_0x6df
Definition d_a_hozelda.h:87
void setMatrix()
J3DModel * mpBowModel
Definition d_a_hozelda.h:67
void setNormalFace()
u8 field_0x6F6[0x6F8 - 0x6F6]
Definition d_a_hozelda.h:99
daPy_frameCtrl_c field_0x5c8[3]
Definition d_a_hozelda.h:73
void resetUpperAnime()
Definition d_a_hozelda.cpp:95
virtual ~daHoZelda_matAnm_c()
f32 field_0xf4
Definition d_a_hozelda.h:17
static bool mEyeMoveFlg
Definition d_a_hozelda.h:14
f32 field_0xf8
Definition d_a_hozelda.h:18
virtual void calc(J3DMaterial *) const
f32 mNowOffsetX
Definition d_a_hozelda.h:19
static u8 mMorfFrame
Definition d_a_hozelda.h:15
f32 mNowOffsetY
Definition d_a_hozelda.h:20
Definition d_a_hozelda.cpp:87
Definition d_a_hozelda.cpp:79
Definition d_a_ep.cpp:19
Definition d_a_hozelda.cpp:69
Definition m_Do_ext.h:465
Definition d_a_hozelda.cpp:65
Definition d_a_hozelda.cpp:56
Definition d_a_hozelda.cpp:47
Definition d_a_hozelda.cpp:40
Definition d_a_hozelda.cpp:14
signed char s8
Definition types.h:4
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned short u16
Definition types.h:9
unsigned char u8
Definition types.h:8