31#define NPC_THE_HIO_CLASS daNpcThe_HIO_c
33#define NPC_THE_HIO_CLASS daNpcThe_Param_c
170 if (i_lookMode >= 0 && i_lookMode < 6 && i_lookMode !=
mLookMode) {
int cPhs_Step
Definition c_phase.h:8
Definition Z2Creature.h:7
static int getLayerNo(int)
Definition d_com_inf_game.cpp:882
Definition d_a_npc4.h:140
Definition d_a_npc4.h:121
Definition d_a_npc4.h:170
u16 mOrderEvtNo
Definition d_a_npc4.h:242
Definition d_a_npc_the.h:21
daNpcThe_HIOParam m
Definition d_a_npc_the.h:28
void genMessage(JORMContext *)
Definition d_a_npc_the.cpp:60
void listenPropertyEvent(const JORPropertyEvent *)
Definition d_a_npc_the.cpp:56
daNpcThe_HIO_c()
Definition d_a_npc_the.cpp:52
Definition d_a_npc_the.h:11
static const daNpcThe_HIOParam m
Definition d_a_npc_the.h:15
virtual ~daNpcThe_Param_c()
Definition d_a_npc_the.h:13
Telma.
Definition d_a_npc_the.h:44
BOOL EvCut_TwResistance(int)
Definition d_a_npc_the.cpp:895
BOOL ctrlBtk()
Definition d_a_npc_the.cpp:1278
BOOL waitTW(void *)
Definition d_a_npc_the.cpp:739
void adjustShapeAngle()
Definition d_a_npc_the.h:146
BOOL drawDbgInfo()
Definition d_a_npc_the.cpp:1335
u32 field_0xe0c
Definition d_a_npc_the.h:225
static char * mEvtCutNameList[4]
Definition d_a_npc_the.h:158
void doNormalAction(int)
Definition d_a_npc_the.h:199
void reset()
Definition d_a_npc_the.cpp:1017
u32 field_0xe04
Definition d_a_npc_the.h:223
BOOL test(void *)
Definition d_a_npc_the.cpp:865
bool field_0xe1c
Definition d_a_npc_the.h:230
void playMotion()
Definition d_a_npc_the.cpp:538
daNpcF_MatAnm_c * mpMatAnm
Definition d_a_npc_the.h:213
NPC_THE_HIO_CLASS * mpHIO
Definition d_a_npc_the.h:216
bool chkAction(ActionFn action)
Definition d_a_npc_the.h:184
~daNpcThe_c()
Definition d_a_npc_the.cpp:181
void setMotionAnm(int, f32)
Definition d_a_npc_the.cpp:425
BOOL CreateHeap()
Definition d_a_npc_the.cpp:190
static EventFn mEvtCutList[4]
Definition d_a_npc_the.h:165
u32 field_0xe10
Definition d_a_npc_the.h:226
Motion
Definition d_a_npc_the.h:102
@ MOT_KUNE_WAIT_A
Definition d_a_npc_the.h:108
@ MOT_TALK_R
Definition d_a_npc_the.h:112
@ MOT_WAIT_A
Definition d_a_npc_the.h:103
@ MOT_LOOK_A
Definition d_a_npc_the.h:104
@ MOT_LOOK
Definition d_a_npc_the.h:113
@ MOT_KUNE_WAIT_B
Definition d_a_npc_the.h:111
@ MOT_KUNE_SHISHI
Definition d_a_npc_the.h:109
@ MOT_TO_WAIT_B
Definition d_a_npc_the.h:105
@ MOT_WAIT_B
Definition d_a_npc_the.h:110
@ MOT_KUNE_TALK
Definition d_a_npc_the.h:107
@ MOT_WAIT_LOOKUP
Definition d_a_npc_the.h:106
BOOL(daNpcThe_c::*) ActionFn(void *)
Definition d_a_npc_the.h:46
int mFlowID
Definition d_a_npc_the.h:227
BOOL main()
Definition d_a_npc_the.cpp:1115
BOOL talk(void *)
Definition d_a_npc_the.cpp:771
u8 field_0xdf8[8]
Definition d_a_npc_the.h:221
daNpcThe_c()
Definition d_a_npc_the.cpp:179
BOOL EvCut_Introduction(int)
Definition d_a_npc_the.cpp:899
BOOL ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_npc_the.cpp:228
bool setExpressionAnm(int, bool)
Definition d_a_npc_the.cpp:277
static BOOL ctrlJointCallBack(J3DJoint *, int)
Definition d_a_npc_the.cpp:267
bool setExpressionBtp(int)
Definition d_a_npc_the.cpp:359
void setParam()
Definition d_a_npc_the.cpp:1063
daNpcF_ActorMngr_c mActorMngr[3]
Definition d_a_npc_the.h:215
u16 mMode
Definition d_a_npc_the.h:229
dCcD_Cyl mColCyl
Definition d_a_npc_the.h:217
bool isDelete()
Definition d_a_npc_the.h:161
daNpcF_Lookat_c mLookat
Definition d_a_npc_the.h:214
int Draw()
Definition d_a_npc_the.cpp:172
u32 field_0xe08
Definition d_a_npc_the.h:224
void setAttnPos()
Definition d_a_npc_the.cpp:1296
bool field_0xe1d
Definition d_a_npc_the.h:231
u8 getTypeFromParam()
Definition d_a_npc_the.h:148
u8 mType
Definition d_a_npc_the.h:232
Animation
Definition d_a_npc_the.h:55
@ ANM_TALK_R
Definition d_a_npc_the.h:75
@ ANM_KUNE_SHISHI
Definition d_a_npc_the.h:82
@ ANM_WAIT_LOOKUP
Definition d_a_npc_the.h:74
@ ANM_KUNE_TALK
Definition d_a_npc_the.h:80
@ ANM_F_TALK_B
Definition d_a_npc_the.h:60
@ ANM_KUNE_WAIT_B
Definition d_a_npc_the.h:81
@ ANM_F_TALK_R
Definition d_a_npc_the.h:63
@ ANM_WAIT_B
Definition d_a_npc_the.h:73
@ ANM_WAIT_LOOKING
Definition d_a_npc_the.h:71
@ ANM_WAIT_A
Definition d_a_npc_the.h:70
@ ANM_F_TALK_A
Definition d_a_npc_the.h:57
@ ANM_FH_CHUCKLE
Definition d_a_npc_the.h:65
@ ANM_TALKING_R
Definition d_a_npc_the.h:76
@ ANM_FH_TALK_B
Definition d_a_npc_the.h:66
@ ANM_LOOK
Definition d_a_npc_the.h:78
@ ANM_TO_WAIT_B
Definition d_a_npc_the.h:72
@ ANM_FH_LAUGH
Definition d_a_npc_the.h:68
@ ANM_F_SMILE
Definition d_a_npc_the.h:58
@ ANM_LOOK_A
Definition d_a_npc_the.h:77
@ ANM_FH_SMILE
Definition d_a_npc_the.h:64
@ ANM_F_LAUGH
Definition d_a_npc_the.h:62
@ ANM_KUNE_WAIT_A
Definition d_a_npc_the.h:79
@ ANM_F_CHUCKLE
Definition d_a_npc_the.h:59
@ ANM_F_TALK_C
Definition d_a_npc_the.h:61
@ ANM_FH_TALK_C
Definition d_a_npc_the.h:67
@ ANM_NONE
Definition d_a_npc_the.h:56
@ ANM_FH_TALK_R
Definition d_a_npc_the.h:69
ActionFn mpActionFn
Definition d_a_npc_the.h:219
BOOL doEvent()
Definition d_a_npc_the.cpp:1178
BOOL wait(void *)
Definition d_a_npc_the.cpp:632
Expression
Definition d_a_npc_the.h:85
@ EXPR_TALK_C
Definition d_a_npc_the.h:90
@ EXPR_SMILE
Definition d_a_npc_the.h:87
@ EXPR_CHUCKLE
Definition d_a_npc_the.h:88
@ EXPR_TALK_A
Definition d_a_npc_the.h:86
@ EXPR_H_CHUCKLE
Definition d_a_npc_the.h:95
@ EXPR_TALK_B
Definition d_a_npc_the.h:89
@ EXPR_H_LAUGH
Definition d_a_npc_the.h:98
@ EXPR_H_TALK_C
Definition d_a_npc_the.h:97
@ EXPR_LAUGH
Definition d_a_npc_the.h:91
@ EXPR_NONE
Definition d_a_npc_the.h:99
@ EXPR_TALK_R
Definition d_a_npc_the.h:92
@ EXPR_H_TALK_B
Definition d_a_npc_the.h:96
@ EXPR_H_TALK_R
Definition d_a_npc_the.h:93
@ EXPR_H_SMILE
Definition d_a_npc_the.h:94
void setExpression(int, f32)
Definition d_a_npc_the.cpp:730
void lookat()
Definition d_a_npc_the.cpp:575
ActionFn mpNextActionFn
Definition d_a_npc_the.h:218
void playExpression()
Definition d_a_npc_the.cpp:500
u32 mItemID
Definition d_a_npc_the.h:222
BOOL(daNpcThe_c::*) EventFn(int)
Definition d_a_npc_the.h:47
s16 mLookMode
Definition d_a_npc_the.h:228
void setExpressionTalkAfter()
Definition d_a_npc_the.cpp:1152
BOOL setAction(ActionFn action)
Definition d_a_npc_the.h:186
Z2Creature mSound
Definition d_a_npc_the.h:212
Type
Definition d_a_npc_the.h:49
@ TYPE_BAR
Definition d_a_npc_the.h:50
@ TYPE_1
Definition d_a_npc_the.h:51
@ TYPE_KAKARIKO
Definition d_a_npc_the.h:52
static BOOL createHeapCallBack(fopAc_ac_c *)
Definition d_a_npc_the.cpp:263
request_of_phase_process_class mPhase[2]
Definition d_a_npc_the.h:220
bool isSneaking()
Definition d_a_npc_the.h:175
void setMotion(int, f32, int)
Definition d_a_npc_the.cpp:718
cPhs_Step create()
Definition d_a_npc_the.cpp:932
void setLookMode(int i_lookMode)
Definition d_a_npc_the.h:169
Definition f_op_actor.h:271
Definition m_Do_hostIO.h:26
static void action(b_bh_class *i_this)
Definition d_a_b_bh.cpp:1016
STATIC_ASSERT(sizeof(daNpcThe_Param_c::m)==0x6C)
s8 dComIfGp_getStartStageRoomNo()
Definition d_com_inf_game.h:2362
const char * dComIfGp_getStartStageName()
Definition d_com_inf_game.h:2354
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:172
Definition d_a_npc4.h:430
Definition d_a_npc_the.h:7
daNpcF_HIOParam common
Definition d_a_npc_the.h:8