Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_npc_shad.h
Go to the documentation of this file.
1#ifndef D_A_NPC_SHAD_H
2#define D_A_NPC_SHAD_H
3
4#include "d/actor/d_a_npc.h"
5
14class daNpcShad_c : public fopAc_ac_c {
15public:
16 /* 80AD820C */ daNpcShad_c();
17 /* 80AD8420 */ ~daNpcShad_c();
18 /* 80AD8620 */ void Create();
19 /* 80AD8B60 */ void CreateHeap();
20 /* 80AD90E0 */ void Delete();
21 /* 80AD9114 */ void Execute();
22 /* 80AD9138 */ void Draw();
23 /* 80AD9280 */ void ctrlJoint(J3DJoint*, J3DModel*);
24 /* 80AD944C */ void createHeapCallBack(fopAc_ac_c*);
25 /* 80AD946C */ void ctrlJointCallBack(J3DJoint*, int);
26 /* 80AD94B8 */ void setExpressionAnm(int, bool);
27 /* 80AD974C */ void setExpressionBtp(int);
28 /* 80AD982C */ bool setMotionAnm(int, f32);
29 /* 80AD99B4 */ void reset();
30 /* 80AD9C0C */ void setWaitAction();
31 /* 80AD9E04 */ void getPathPoint(u8, int, Vec*);
32 /* 80AD9E90 */ void isSneaking();
33 /* 80AD9F00 */ void wait_type0(void*);
34 /* 80ADA630 */ void setMotion(int, f32, int);
35 /* 80ADA674 */ void setExpression(int, f32);
36 /* 80ADA6A0 */ void wait_type1(void*);
37 /* 80ADB428 */ void wait_type2(void*);
38 /* 80ADB628 */ void talk(void*);
39 /* 80ADBEA8 */ void demo(void*);
40 /* 80ADC3DC */ void leave(void*);
41 /* 80ADC700 */ void EvCut_Introduction(int);
42 /* 80ADC800 */ void EvCut_Meeting(int);
43 /* 80ADCAD8 */ void EvCut_ToChantSpell1(int);
44 /* 80ADD720 */ void EvCut_ToChantSpell2(int);
45 /* 80ADE47C */ void EvCut_ToChantSpell2Skip(int);
46 /* 80ADE5F8 */ void EvCut_DiscoveryCannon(int);
47 /* 80ADED68 */ void EvCut_DiscoveryCannonSkip(int);
48 /* 80ADEEE4 */ void EvCut_Disappear(int);
49 /* 80ADF810 */ void EvCut_DisappearSkip(int);
50 /* 80ADF8DC */ void EvCut_CallBack(int);
51 /* 80ADFB70 */ void EvCut_WiretapSponsor(int);
52 /* 80ADFE74 */ void EvCut_WiretapEntrant(int);
53 /* 80AE01BC */ void setParam();
54 /* 80AE0438 */ void main();
55 /* 80AE04D8 */ void playMotion();
56 /* 80AE0B58 */ void playExpression();
57 /* 80AE0ED0 */ void ctrlBtk();
58 /* 80AE0FAC */ void setAttnPos();
59 /* 80AE1320 */ void lookat();
60 /* 80AE153C */ bool drawDbgInfo();
61
62 static u8 mEvtSeqList[168];
63
64private:
65 /* 0x568 */ u8 field_0x568[0xe24 - 0x568];
66};
67
68STATIC_ASSERT(sizeof(daNpcShad_c) == 0xe24);
69
71public:
72 /* 80AE1F70 */ ~daNpcShad_Param_c();
73
74 static u8 const m[112];
75};
76
77
78#endif /* D_A_NPC_SHAD_H */
Definition d_a_npc_shad.h:70
static u8 const m[112]
Definition d_a_npc_shad.h:851
~daNpcShad_Param_c()
Definition d_a_npc_shad.cpp:2528
Shad.
Definition d_a_npc_shad.h:14
void lookat()
Definition d_a_npc_shad.cpp:2381
~daNpcShad_c()
Definition d_a_npc_shad.cpp:845
void EvCut_DiscoveryCannonSkip(int)
Definition d_a_npc_shad.cpp:2226
void EvCut_WiretapSponsor(int)
Definition d_a_npc_shad.cpp:2282
void main()
Definition d_a_npc_shad.cpp:2328
void EvCut_Meeting(int)
Definition d_a_npc_shad.cpp:2135
void EvCut_Disappear(int)
Definition d_a_npc_shad.cpp:2231
void playExpression()
Definition d_a_npc_shad.cpp:2338
void ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_npc_shad.cpp:1027
u8 field_0x568[0xe24 - 0x568]
Definition d_a_npc_shad.h:65
void wait_type1(void *)
Definition d_a_npc_shad.cpp:2033
bool setMotionAnm(int, f32)
Definition d_a_npc_shad.cpp:1056
void setWaitAction()
Definition d_a_npc_shad.cpp:1066
void Delete()
Definition d_a_npc_shad.cpp:1004
void createHeapCallBack(fopAc_ac_c *)
Definition d_a_npc_shad.cpp:1033
void EvCut_CallBack(int)
Definition d_a_npc_shad.cpp:2270
void ctrlBtk()
Definition d_a_npc_shad.cpp:2348
void talk(void *)
Definition d_a_npc_shad.cpp:2065
void EvCut_WiretapEntrant(int)
Definition d_a_npc_shad.cpp:2287
void setMotion(int, f32, int)
Definition d_a_npc_shad.cpp:1988
void setExpression(int, f32)
Definition d_a_npc_shad.cpp:1993
daNpcShad_c()
Definition d_a_npc_shad.cpp:828
void EvCut_Introduction(int)
Definition d_a_npc_shad.cpp:2130
void EvCut_ToChantSpell1(int)
Definition d_a_npc_shad.cpp:2189
bool drawDbgInfo()
Definition d_a_npc_shad.cpp:2386
static u8 mEvtSeqList[168]
Definition d_a_npc_shad.h:569
void isSneaking()
Definition d_a_npc_shad.cpp:1076
void leave(void *)
Definition d_a_npc_shad.cpp:2117
void setExpressionAnm(int, bool)
Definition d_a_npc_shad.cpp:1045
void EvCut_ToChantSpell2(int)
Definition d_a_npc_shad.cpp:2202
void getPathPoint(u8, int, Vec *)
Definition d_a_npc_shad.cpp:1071
void reset()
Definition d_a_npc_shad.cpp:1061
void ctrlJointCallBack(J3DJoint *, int)
Definition d_a_npc_shad.cpp:1039
void wait_type0(void *)
Definition d_a_npc_shad.cpp:1983
void setExpressionBtp(int)
Definition d_a_npc_shad.cpp:1051
void EvCut_DiscoveryCannon(int)
Definition d_a_npc_shad.cpp:2220
void demo(void *)
Definition d_a_npc_shad.cpp:2070
void CreateHeap()
Definition d_a_npc_shad.cpp:939
void EvCut_ToChantSpell2Skip(int)
Definition d_a_npc_shad.cpp:2207
void Execute()
Definition d_a_npc_shad.cpp:1009
void wait_type2(void *)
Definition d_a_npc_shad.cpp:2053
void setAttnPos()
Definition d_a_npc_shad.cpp:2368
void Draw()
Definition d_a_npc_shad.cpp:1014
void Create()
Definition d_a_npc_shad.cpp:920
void EvCut_DisappearSkip(int)
Definition d_a_npc_shad.cpp:2236
void setParam()
Definition d_a_npc_shad.cpp:2323
void playMotion()
Definition d_a_npc_shad.cpp:2333
STATIC_ASSERT(sizeof(daNpcShad_c)==0xe24)
Definition d_a_hozelda.cpp:239
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:18
Definition d_a_ep.cpp:19
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8