Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_npc_shoe.h
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1#ifndef D_A_NPC_SHOE_H
2#define D_A_NPC_SHOE_H
3
4#include "d/actor/d_a_npc.h"
5
14class daNpcShoe_c : public fopAc_ac_c {
15public:
16 /* 80AE794C */ daNpcShoe_c();
17 /* 80AE7B60 */ ~daNpcShoe_c();
18 /* 80AE7D48 */ void Create();
19 /* 80AE7FD8 */ void CreateHeap();
20 /* 80AE81E8 */ void Delete();
21 /* 80AE821C */ void Execute();
22 /* 80AE8308 */ void Draw();
23 /* 80AE840C */ void ctrlJoint(J3DJoint*, J3DModel*);
24 /* 80AE8598 */ void createHeapCallBack(fopAc_ac_c*);
25 /* 80AE85B8 */ void ctrlJointCallBack(J3DJoint*, int);
26 /* 80AE8604 */ void setMotion(int, f32, int);
27 /* 80AE864C */ void reset();
28 /* 80AE895C */ void setAction(bool (daNpcShoe_c::*)(void*));
29 /* 80AE8A04 */ void wait(void*);
30 /* 80AE8E24 */ void fear(void*);
31 /* 80AE8ED4 */ void talk(void*);
32 /* 80AE9094 */ void demo(void*);
33 /* 80AE92E8 */ void setParam();
34 /* 80AE93A0 */ void main();
35 /* 80AE9624 */ void setAttnPos();
36 /* 80AE9820 */ void lookat();
37 /* 80AE9A00 */ bool setMotionAnm(int, f32);
38 /* 80AE9AD0 */ bool drawDbgInfo();
39 /* 80AEA340 */ void adjustShapeAngle();
40
41 static u8 mEvtSeqList[12];
42
43private:
44 /* 0x568 */ u8 field_0x568[0xe1c - 0x568];
45};
46
47STATIC_ASSERT(sizeof(daNpcShoe_c) == 0xe1c);
48
50public:
51 /* 80AEA344 */ ~daNpcShoe_Param_c();
52
53 static u8 const m[108];
54};
55
56
57#endif /* D_A_NPC_SHOE_H */
Definition d_a_npc_shoe.h:49
static u8 const m[108]
Definition d_a_npc_shoe.h:469
~daNpcShoe_Param_c()
Definition d_a_npc_shoe.cpp:1052
Soal.
Definition d_a_npc_shoe.h:14
void CreateHeap()
Definition d_a_npc_shoe.cpp:530
void setMotion(int, f32, int)
Definition d_a_npc_shoe.cpp:575
void createHeapCallBack(fopAc_ac_c *)
Definition d_a_npc_shoe.cpp:564
void reset()
Definition d_a_npc_shoe.cpp:602
bool drawDbgInfo()
Definition d_a_npc_shoe.cpp:897
daNpcShoe_c()
Definition d_a_npc_shoe.cpp:446
void fear(void *)
Definition d_a_npc_shoe.cpp:795
void setAction(bool(daNpcShoe_c::*)(void *))
Definition d_a_npc_shoe.cpp:608
void ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_npc_shoe.cpp:558
bool setMotionAnm(int, f32)
Definition d_a_npc_shoe.cpp:892
void Draw()
Definition d_a_npc_shoe.cpp:545
~daNpcShoe_c()
Definition d_a_npc_shoe.cpp:463
void setParam()
Definition d_a_npc_shoe.cpp:835
void Delete()
Definition d_a_npc_shoe.cpp:535
void demo(void *)
Definition d_a_npc_shoe.cpp:805
void ctrlJointCallBack(J3DJoint *, int)
Definition d_a_npc_shoe.cpp:570
u8 field_0x568[0xe1c - 0x568]
Definition d_a_npc_shoe.h:44
void lookat()
Definition d_a_npc_shoe.cpp:887
static u8 mEvtSeqList[12]
Definition d_a_npc_shoe.h:269
void main()
Definition d_a_npc_shoe.cpp:840
void Create()
Definition d_a_npc_shoe.cpp:509
void talk(void *)
Definition d_a_npc_shoe.cpp:800
void adjustShapeAngle()
Definition d_a_npc_shoe.cpp:1047
void setAttnPos()
Definition d_a_npc_shoe.cpp:860
void wait(void *)
Definition d_a_npc_shoe.cpp:790
void Execute()
Definition d_a_npc_shoe.cpp:540
STATIC_ASSERT(sizeof(daNpcShoe_c)==0xe1c)
Definition d_a_hozelda.cpp:239
Definition d_a_ep.cpp:155
Definition d_a_ep.cpp:19
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8