Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_npc_wrestler.h
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1#ifndef D_A_NPC_WRESTLER_H
2#define D_A_NPC_WRESTLER_H
3
4#include "d/actor/d_a_npc.h"
5#include "d/actor/d_a_npc4.h"
6
17 /* 0x00 */ f32 field_0x0;
18 /* 0x04 */ f32 mWallH;
19 /* 0x08 */ f32 mWallR;
20 /* 0x0C */ f32 real_shadow_size; // リアル影サイズ (Real Shadow Size)
21 /* 0x10 */ f32 field_0x10;
22 /* 0x14 */ f32 reasonable_distance; // 見合う距離 (Right Distance)
23 /* 0x18 */ f32 grapple_distance; // 組み合い距離 (Grapple Distance)
24 /* 0x1C */ f32 reconfig_distance; // 再配置距離 (Reconfiguration Distance)
25 /* 0x20 */ s16 lateral_movement_time; // 横移動時間 (Lateral Movement Time)
26 /* 0x22 */ s16 horizontal_movement_speed; // 横移動速度 (Horizontal Movement Speed)
27 /* 0x24 */ s16 stagger_time; // ふらふら時間 (Stagger Time)
28 /* 0x26 */ s16 wait_time; // 待ち時間 (Wait Time)
29 /* 0x28 */ s16 bending_limit; // 曲がり限界 (Bending Limit)
30 /* 0x2C */ struct {
31 f32 lateral_movement_chance; // 横移動 の確率 (Lateral Movement Chance)
32 f32 hit_chance; // 張り手 の確率 (Hit Chance)
33 f32 tackle_chance; // タックルの確率 (Tackle Chance)
34 f32 wait_chance; // 待 機 の確率 (Wait Chance)
35 } chances[2];
36};
37
40 /* 0x6C */ s16 ai_action; // AI行動 (AI Action)
41 /* 0x6E */ s16 ready_appearance_time; // Ready? 出現時間 (Ready? Appearance Time)
42 /* 0x70 */ s16 fight_appearance_time; // Fight! 出現時間 (Fight! Appearance Time)
43 /* 0x74 */ s32 slap_hit_impact; // 張り手Hit衝撃 (Slap Hit Impact)
44 /* 0x78 */ s16 rotation; // 回転割り (Rotating)
45 /* 0x7C */ f32 camera_rotation_angle; // カメラ回転角 (Camera Rotation Angle)
46 /* 0x80 */ f32 ring_edge_sound; // 音 土俵際距離 (Sound, Distance From Edge Of Ring)
47 /* 0x84 */ f32 ring_edge_movement; // 動 土俵際距離 (Movement, Distance From Edge Of Ring)
48 /* 0x88 */ f32 fade_speed;
49 /* 0x8C */ s16 field_0x8c;
50 /* 0x90 */ f32 field_0x90;
51 /* 0x94 */ f32 field_0x94;
52 /* 0x98 */ f32 field_0x98;
53 /* 0x9C */ f32 field_0x9c;
54 /* 0xA0 */ f32 field_0xa0;
55 /* 0xA4 */ f32 field_0xa4;
56 /* 0xA8 */ s16 field_0xa8;
57 /* 0xAA */ s16 field_0xaa;
58 /* 0xAC */ s16 field_0xac;
59 /* 0xB0 */ f32 field_0xb0;
60 /* 0xB4 */ s16 field_0xb4;
61 /* 0xB6 */ s16 field_0xb6;
62 /* 0xB8 */ Vec field_0xb8;
63 /* 0xC4 */ Vec field_0xc4;
64 /* 0xD0 */ Vec field_0xd0;
65 /* 0xDC */ Vec field_0xdc;
66 /* 0xE8 */ s16 field_0xe8;
67 /* 0xEA */ s16 field_0xea;
68 /* 0xEC */ s16 field_0xec;
69 /* 0xEE */ s16 field_0xee;
70 /* 0xF0 */ f32 field_0xf0;
71 /* 0xF4 */ f32 vertical_speed; // 垂直速度 (Vertical Speed)
72 /* 0xF8 */ f32 horizontal_speed; // 水平速度 (Horizontal Speed)
74};
75
77public:
79
80 static daNpcWrestler_HIOParam const m;
81};
82
93
105
106#if DEBUG
107#define NPC_WRESTLER_HIO_CLASS daNpcWrestler_HIO_c
108#else
109#define NPC_WRESTLER_HIO_CLASS daNpcWrestler_Param_c
110#endif
111
118
127
128class daNpcWrestler_c : public daNpcF_c {
129public:
130 typedef bool (daNpcWrestler_c::*actionFunc)(void*);
131 typedef BOOL (daNpcWrestler_c::*EventFn)(int);
132
135 int CreateHeap();
136 int Delete();
137 int Execute();
138 int Draw();
140 static int createHeapCallBack(fopAc_ac_c*);
141 static int ctrlJointCallBack(J3DJoint*, int);
142 bool checkStartUp();
143 void reset();
144 inline int setAction(actionFunc);
145 void checkArenaInfo();
147 void setOnToArena(f32);
148 inline bool wait(void*);
149 inline bool talk(void*);
150 inline bool demo(void*);
151 inline bool gotoArena(void*);
152 inline bool gotoLiving(void*);
153 inline bool sumouReady(void*);
154 inline bool sumouWait(void*);
155 inline bool checkOutOfArenaP();
156 inline bool setNextAction();
157 inline bool sumouPunchHit(void*);
158 inline bool sumouPunchChaseHit(void*);
159 inline bool sumouPunchMiss(void*);
160 inline bool checkOutOfArenaW();
161 cXyz getJointPos(int);
162 inline bool sumouPunchDraw(void*);
163 inline bool sumouTackleHit(void*);
164 inline bool sumouTackleMiss(void*);
165 inline bool sumouTackleDraw(void*);
166 inline bool sumouSideStep(void*);
167 inline bool sumouLostBalance(void*);
168 inline bool sumouPunchShock(void*);
169 inline bool sumouPunchChaseShock(void*);
170 inline bool sumouPunchStagger(void*);
171 inline bool sumouTackleShock(void*);
172 inline bool sumouTackleStagger(void*);
173 inline bool sumouTackleStaggerRelease(void*);
174 inline bool sumouTacklePush(void*);
175 inline bool sumouTackleRelease(void*);
176 inline bool demoSumouReady(void*);
177 inline bool demoSumouWin(void*);
178 inline bool demoSumouLose(void*);
179 inline bool demoSumouWin2(void*);
180 inline bool demoSumouLose2(void*);
181 inline bool demoSumouUnilateralWin(void*);
182 inline bool demoTalkAfterLose(void*);
183 inline BOOL EvCut_grDSEntry(int);
184 inline BOOL EvCut_grDSEntry2(int);
185 inline BOOL EvCut_grDSEntry3_4(int);
186 inline BOOL EvCut_grDSEntry5(int);
187 inline BOOL EvCut_grDSLose(int);
188 inline void setWrestlerVoice();
189 inline void playMotion();
190 inline void lookat();
191
192 virtual ~daNpcWrestler_c();
193 inline void setParam();
194 inline BOOL main();
195 inline BOOL ctrlBtk();
197 inline void setAttnPos();
198 inline bool setExpressionAnm(int, bool);
199 inline bool setExpressionBtp(int);
200 inline void setExpression(int, f32);
201 inline void setMotionAnm(int, f32);
202 void setMotion(int, f32, int);
203 inline BOOL drawDbgInfo();
204 inline void drawOtherMdls();
205
206 s16 getMessageNo() { return (fopAcM_GetParam(this) >> 8) & 0xFFFF; }
208 u8 getType() { return argument & 0x7F; }
209 u8 getWrestlerType() { return getType(); }
210 bool chkAction(actionFunc i_action) { return i_action == field_0xdcc; }
211 inline bool selectAction();
212 s8 getArenaNo() { return (u8)fopAcM_GetParam(this); }
213 u32 getStatusNo() { return fopAcM_GetParam(this) >> 24; }
214 inline void setLookMode(int);
215 inline BOOL chkFindPlayer();
216 inline BOOL step(s16, int);
217 inline bool setTalkAngle();
218 inline void setStepAngle();
219 inline void setExpressionTalkAfter();
220 void initTalkAngle() { mTurnMode = 0; }
221 inline void setNextSumouEvent(int);
222 inline void setBackToLiving();
225 inline void initDemoCamera_ArenaSide();
226 inline void sumouAI();
227 inline s16 oppositeToPlayer();
228 inline void correctGraspPosAngle(bool);
229 inline void initDemoCamera_ReadyLink();
230 inline void initDemoCamera_ReadyWrestler();
231 inline void playExpression();
232
233 static EventFn mEvtSeqList[7];
234
235private:
236 /* 0xB48 */ Z2Creature mSound;
248 /* 0xDE8 */ u32 field_0xde8;
249 /* 0xDEC */ u32 field_0xdec;
250 /* 0xDF0 */ Vec mArenaPos;
251 /* 0xDFC */ f32 mArenaExtent;
252 /* 0xE00 */ s16 mArenaAngle;
253 /* 0xE02 */ struct {
256 /* 0xE03 */ u8 field_0xe03;
259 /* 0xE50 */ f32 mDemoCamFovy;
260 /* 0xE54 */ f32 field_0xe54;
261 /* 0xE58 */ f32 field_0xe58;
262 /* 0xE5C */ s16 field_0xe5c;
263 /* 0xE5E */ s16 field_0xe5e;
264 /* 0xE60 */ u8 field_0xe60[0xe64 - 0xe60];
267 /* 0xE74 */ int mWrestlerAction;
269 /* 0xE7C */ int mItemNo;
270 /* 0xE80 */ int field_0xe80;
271 /* 0xE84 */ int field_0xe84;
272 /* 0xE88 */ int mMsgNo;
273 /* 0xE8C */ f32 field_0xe8c;
274 /* 0xE90 */ s16 mLookMode;
275 /* 0xE92 */ s16 field_0xe92;
276 /* 0xE94 */ s16 mStepAngle;
277 /* 0xE96 */ u16 field_0xe96;
278 /* 0xE98 */ u8 field_0xe98;
279 /* 0xE99 */ u8 field_0xe99;
280 /* 0xE9A */ u8 field_0xe9a;
281 /* 0xE9B */ u8 mType;
282 /* 0xE9C */ u8 mWrestlerNoDraw;
283};
285
286#endif /* D_A_NPC_WRESTLER_H */
cPhs__Step
Definition c_phase.h:8
Definition J3DJoint.h:63
Definition J3DModel.h:43
Definition JORMContext.h:120
Definition JORReflexible.h:43
Definition JPAEmitter.h:101
Definition Z2Creature.h:7
Definition d_cc_d.h:461
Definition d_a_npc4.h:14
Definition d_a_npc4.h:379
Definition d_a_npc4.h:292
Definition d_a_npc4.h:54
int mTurnMode
Definition d_a_npc4.h:95
Definition d_a_npc_wrestler.h:83
void setParam(daNpcWrestler_HIOParamSub *param_1)
Definition d_a_npc_wrestler.h:89
virtual ~daNpcWrestler_HIO_Node_c()
Definition d_a_npc_wrestler.h:86
void genMessage(JORMContext *)
Definition d_a_npc_wrestler.cpp:515
daNpcWrestler_HIO_Node_c()
Definition d_a_npc_wrestler.h:85
daNpcWrestler_HIOParamSub * field_0x4
Definition d_a_npc_wrestler.h:91
Definition d_a_npc_wrestler.h:94
virtual ~daNpcWrestler_HIO_c()
Definition d_a_npc_wrestler.h:97
daNpcWrestler_HIO_c()
Definition d_a_npc_wrestler.cpp:568
daNpcWrestler_HIO_Node_c field_0x19c[2]
Definition d_a_npc_wrestler.h:103
void listenPropertyEvent(const JORPropertyEvent *)
Definition d_a_npc_wrestler.cpp:575
daNpcWrestler_HIOParam m
Definition d_a_npc_wrestler.h:102
void genMessage(JORMContext *)
Definition d_a_npc_wrestler.cpp:598
Definition d_a_npc_wrestler.h:76
virtual ~daNpcWrestler_Param_c()
Definition d_a_npc_wrestler.h:78
static daNpcWrestler_HIOParam const m
Definition d_a_npc_wrestler.h:390
Goron (Fat)
Definition d_a_npc_wrestler.h:128
bool sumouTackleRelease(void *)
Definition d_a_npc_wrestler.cpp:3577
void adjustShapeAngle()
Definition d_a_npc_wrestler.h:196
bool demoSumouWin2(void *)
Definition d_a_npc_wrestler.cpp:4188
BOOL EvCut_grDSEntry5(int)
Definition d_a_npc_wrestler.cpp:4857
f32 field_0xe54
Definition d_a_npc_wrestler.h:260
bool demoSumouLose(void *)
Definition d_a_npc_wrestler.cpp:4052
bool setTalkAngle()
Definition d_a_npc_wrestler.cpp:1837
bool chkAction(actionFunc i_action)
Definition d_a_npc_wrestler.h:210
int mMsgNo
Definition d_a_npc_wrestler.h:272
bool sumouWait(void *)
Definition d_a_npc_wrestler.cpp:2367
dCcD_Cyl field_0xc90
Definition d_a_npc_wrestler.h:242
BOOL(daNpcWrestler_c::*) EventFn(int)
Definition d_a_npc_wrestler.h:131
void initDemoCamera_ReadyWrestler()
Definition d_a_npc_wrestler.cpp:3642
void setParam()
Definition d_a_npc_wrestler.cpp:5003
void setStepAngle()
Definition d_a_npc_wrestler.cpp:3102
bool setNextAction()
Definition d_a_npc_wrestler.cpp:1623
JPABaseEmitter * field_0xde4
Definition d_a_npc_wrestler.h:247
BOOL EvCut_grDSEntry(int)
Definition d_a_npc_wrestler.cpp:4642
JPABaseEmitter * field_0xdd8
Definition d_a_npc_wrestler.h:244
bool sumouTackleDraw(void *)
Definition d_a_npc_wrestler.cpp:3020
int getWrestlerAction()
Definition d_a_npc_wrestler.h:207
bool demoSumouWin(void *)
Definition d_a_npc_wrestler.cpp:3929
bool gotoLiving(void *)
Definition d_a_npc_wrestler.cpp:2075
BOOL chkFindPlayer()
Definition d_a_npc_wrestler.cpp:1382
bool sumouPunchChaseShock(void *)
Definition d_a_npc_wrestler.cpp:3287
fpc_ProcID field_0xe78
Definition d_a_npc_wrestler.h:268
JPABaseEmitter * field_0xddc
Definition d_a_npc_wrestler.h:245
daNpcF_Lookat_c mLookAt
Definition d_a_npc_wrestler.h:240
f32 field_0xe58
Definition d_a_npc_wrestler.h:261
bool sumouPunchChaseHit(void *)
Definition d_a_npc_wrestler.cpp:2552
void checkArenaInfo()
Definition d_a_npc_wrestler.cpp:1309
f32 mArenaExtent
Definition d_a_npc_wrestler.h:251
bool selectAction()
Definition d_a_npc_wrestler.cpp:5022
void offWrestlerNoDraw()
Definition d_a_npc_wrestler.h:223
BOOL ctrlBtk()
Definition d_a_npc_wrestler.cpp:5190
BOOL EvCut_grDSEntry2(int)
Definition d_a_npc_wrestler.cpp:4756
int CreateHeap()
Definition d_a_npc_wrestler.cpp:728
u32 getStatusNo()
Definition d_a_npc_wrestler.h:213
bool demoSumouReady(void *)
Definition d_a_npc_wrestler.cpp:3657
bool sumouPunchDraw(void *)
Definition d_a_npc_wrestler.cpp:2740
bool sumouPunchHit(void *)
Definition d_a_npc_wrestler.cpp:2446
void correctGraspPosAngle(bool)
Definition d_a_npc_wrestler.cpp:2342
bool checkOutOfArenaW()
Definition d_a_npc_wrestler.cpp:2656
cPhs__Step Create()
Definition d_a_npc_wrestler.cpp:675
void setWrestlerVoice()
Definition d_a_npc_wrestler.cpp:5032
u32 field_0xdec
Definition d_a_npc_wrestler.h:249
bool sumouLostBalance(void *)
Definition d_a_npc_wrestler.cpp:3210
BOOL EvCut_grDSLose(int)
Definition d_a_npc_wrestler.cpp:4911
const daNpcWrestler_HIOParam * field_0xbd8
Definition d_a_npc_wrestler.h:237
bool demoSumouUnilateralWin(void *)
Definition d_a_npc_wrestler.cpp:4435
bool sumouTackleMiss(void *)
Definition d_a_npc_wrestler.cpp:2983
bool wait(void *)
Definition d_a_npc_wrestler.cpp:1730
s16 field_0xe5e
Definition d_a_npc_wrestler.h:263
u8 mWrestlerNoDraw
Definition d_a_npc_wrestler.h:282
void sumouAI()
Definition d_a_npc_wrestler.cpp:2305
daNpcF_ActorMngr_c mActorMngr[2]
Definition d_a_npc_wrestler.h:241
bool sumouSideStep(void *)
Definition d_a_npc_wrestler.cpp:3137
void setNextSumouEvent(int)
Definition d_a_npc_wrestler.cpp:1256
s16 oppositeToPlayer()
Definition d_a_npc_wrestler.cpp:2336
void setExpression(int, f32)
Definition d_a_npc_wrestler.cpp:1828
s16 getMessageNo()
Definition d_a_npc_wrestler.h:206
BOOL EvCut_grDSEntry3_4(int)
Definition d_a_npc_wrestler.cpp:4794
void setAttnPos()
Definition d_a_npc_wrestler.cpp:870
bool demoTalkAfterLose(void *)
Definition d_a_npc_wrestler.cpp:4556
void setMotionAnm(int, f32)
Definition d_a_npc_wrestler.cpp:1141
virtual ~daNpcWrestler_c()
Definition d_a_npc_wrestler.cpp:662
int Draw()
Definition d_a_npc_wrestler.cpp:775
void initTalkAngle()
Definition d_a_npc_wrestler.h:220
const daNpcWrestler_HIOParamSub * field_0xbdc
Definition d_a_npc_wrestler.h:238
void setMotion(int, f32, int)
Definition d_a_npc_wrestler.cpp:1815
bool(daNpcWrestler_c::*) actionFunc(void *)
Definition d_a_npc_wrestler.h:130
BOOL step(s16, int)
Definition d_a_npc_wrestler.cpp:1401
request_of_phase_process_class mPhase2
Definition d_a_npc_wrestler.h:266
bool checkOutOfArenaP()
Definition d_a_npc_wrestler.cpp:2355
s16 mStepAngle
Definition d_a_npc_wrestler.h:276
cXyz getJointPos(int)
Definition d_a_npc_wrestler.cpp:2733
bool checkStartUp()
Definition d_a_npc_wrestler.cpp:866
bool sumouTackleShock(void *)
Definition d_a_npc_wrestler.cpp:3380
int field_0xe84
Definition d_a_npc_wrestler.h:271
s16 mLookMode
Definition d_a_npc_wrestler.h:274
struct daNpcWrestler_c::@50 mArenaInfo
void reset()
Definition d_a_npc_wrestler.cpp:1208
int Execute()
Definition d_a_npc_wrestler.cpp:769
int ctrlJoint(J3DJoint *, J3DModel *)
Definition d_a_npc_wrestler.cpp:785
bool sumouTackleHit(void *)
Definition d_a_npc_wrestler.cpp:2842
bool sumouPunchShock(void *)
Definition d_a_npc_wrestler.cpp:3247
actionFunc field_0xdcc
Definition d_a_npc_wrestler.h:243
bool sumouPunchStagger(void *)
Definition d_a_npc_wrestler.cpp:3339
static int ctrlJointCallBack(J3DJoint *, int)
Definition d_a_npc_wrestler.cpp:855
int Delete()
Definition d_a_npc_wrestler.cpp:763
void onWrestlerNoDraw()
Definition d_a_npc_wrestler.h:224
int mItemNo
Definition d_a_npc_wrestler.h:269
BOOL main()
Definition d_a_npc_wrestler.cpp:5174
void playExpression()
Definition d_a_npc_wrestler.cpp:1434
DemoCamera_c mDemoCam
Definition d_a_npc_wrestler.h:258
u8 field_0xe03
Definition d_a_npc_wrestler.h:256
static EventFn mEvtSeqList[7]
Definition d_a_npc_wrestler.h:648
u8 field_0xe99
Definition d_a_npc_wrestler.h:279
WrestlerParamList * field_0xe04
Definition d_a_npc_wrestler.h:257
daNpcF_MatAnm_c * mpMatAnm
Definition d_a_npc_wrestler.h:239
bool gotoArena(void *)
Definition d_a_npc_wrestler.cpp:2009
f32 mDemoCamFovy
Definition d_a_npc_wrestler.h:259
request_of_phase_process_class mPhase
Definition d_a_npc_wrestler.h:265
u8 chkFlag
Definition d_a_npc_wrestler.h:254
void initDemoCamera_ArenaSide()
Definition d_a_npc_wrestler.cpp:2142
static int createHeapCallBack(fopAc_ac_c *)
Definition d_a_npc_wrestler.cpp:850
void lookat()
Definition d_a_npc_wrestler.cpp:1572
void setBackToLiving()
Definition d_a_npc_wrestler.cpp:1108
u8 field_0xe98
Definition d_a_npc_wrestler.h:278
void playMotion()
Definition d_a_npc_wrestler.cpp:1463
u8 getWrestlerType()
Definition d_a_npc_wrestler.h:209
s8 getArenaNo()
Definition d_a_npc_wrestler.h:212
s16 field_0xe92
Definition d_a_npc_wrestler.h:275
Vec mArenaPos
Definition d_a_npc_wrestler.h:250
Z2Creature mSound
Definition d_a_npc_wrestler.h:236
void initDemoCamera_ReadyLink()
Definition d_a_npc_wrestler.cpp:3628
bool sumouTackleStaggerRelease(void *)
Definition d_a_npc_wrestler.cpp:3477
bool sumouTacklePush(void *)
Definition d_a_npc_wrestler.cpp:3509
bool demo(void *)
Definition d_a_npc_wrestler.cpp:1967
int field_0xe80
Definition d_a_npc_wrestler.h:270
bool sumouPunchMiss(void *)
Definition d_a_npc_wrestler.cpp:2670
int setAction(actionFunc)
Definition d_a_npc_wrestler.cpp:1285
void setExpressionTalkAfter()
Definition d_a_npc_wrestler.cpp:1857
bool checkArenaSub(fopAc_ac_c *)
Definition d_a_npc_wrestler.cpp:1324
void setLookMode(int)
Definition d_a_npc_wrestler.cpp:1376
JPABaseEmitter * field_0xde0
Definition d_a_npc_wrestler.h:246
int mWrestlerAction
Definition d_a_npc_wrestler.h:267
s16 field_0xe5c
Definition d_a_npc_wrestler.h:262
u8 mType
Definition d_a_npc_wrestler.h:281
f32 field_0xe8c
Definition d_a_npc_wrestler.h:273
bool setExpressionAnm(int, bool)
Definition d_a_npc_wrestler.cpp:941
u8 field_0xe9a
Definition d_a_npc_wrestler.h:280
u8 field_0xe60[0xe64 - 0xe60]
Definition d_a_npc_wrestler.h:264
bool setExpressionBtp(int)
Definition d_a_npc_wrestler.cpp:1082
s16 mArenaAngle
Definition d_a_npc_wrestler.h:252
bool demoSumouLose2(void *)
Definition d_a_npc_wrestler.cpp:4296
u8 getType()
Definition d_a_npc_wrestler.h:208
bool sumouReady(void *)
Definition d_a_npc_wrestler.cpp:2156
bool talk(void *)
Definition d_a_npc_wrestler.cpp:1873
BOOL drawDbgInfo()
Definition d_a_npc_wrestler.cpp:5209
u16 field_0xe96
Definition d_a_npc_wrestler.h:277
void drawOtherMdls()
Definition d_a_npc_wrestler.cpp:5213
u32 field_0xde8
Definition d_a_npc_wrestler.h:248
bool sumouTackleStagger(void *)
Definition d_a_npc_wrestler.cpp:3414
daNpcWrestler_c()
Definition d_a_npc_wrestler.cpp:658
void setOnToArena(f32)
Definition d_a_npc_wrestler.cpp:1347
Definition f_op_actor.h:230
s8 argument
Definition f_op_actor.h:244
Definition m_Do_hostIO.h:27
STATIC_ASSERT(sizeof(daNpcWrestler_c)==0xea0)
int BOOL
Definition types.h:33
signed char s8
Definition types.h:7
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
unsigned short int u16
Definition types.h:10
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:192
unsigned int fpc_ProcID
Definition f_pc_base.h:10
Definition d_a_npc_wrestler.h:119
cXyz field_0x3c
Definition d_a_npc_wrestler.h:125
cXyz field_0x24
Definition d_a_npc_wrestler.h:123
cXyz field_0x18
Definition d_a_npc_wrestler.h:122
cXyz mDemoCamEye
Definition d_a_npc_wrestler.h:121
cXyz field_0x30
Definition d_a_npc_wrestler.h:124
cXyz mDemoCamCenter
Definition d_a_npc_wrestler.h:120
Definition JORReflexible.h:10
Definition mtx.h:13
Definition d_a_npc_wrestler.h:112
daNpc_GetParam1 * btp_list
Definition d_a_npc_wrestler.h:115
daNpc_GetParam1 * bck_list
Definition d_a_npc_wrestler.h:113
daNpc_GetParam1 * btk_list
Definition d_a_npc_wrestler.h:116
daNpc_GetParam2 * face_list
Definition d_a_npc_wrestler.h:114
Definition c_xyz.h:7
Definition d_a_npc4.h:423
Definition d_a_npc_wrestler.h:16
f32 mWallH
Definition d_a_npc_wrestler.h:18
f32 field_0x10
Definition d_a_npc_wrestler.h:21
f32 mWallR
Definition d_a_npc_wrestler.h:19
f32 real_shadow_size
Definition d_a_npc_wrestler.h:20
f32 field_0x0
Definition d_a_npc_wrestler.h:17
s16 wait_time
Definition d_a_npc_wrestler.h:28
s16 horizontal_movement_speed
Definition d_a_npc_wrestler.h:26
s16 lateral_movement_time
Definition d_a_npc_wrestler.h:25
f32 reasonable_distance
Definition d_a_npc_wrestler.h:22
struct daNpcWrestler_HIOParamSub::@49 chances[2]
f32 hit_chance
Definition d_a_npc_wrestler.h:32
f32 tackle_chance
Definition d_a_npc_wrestler.h:33
f32 wait_chance
Definition d_a_npc_wrestler.h:34
f32 reconfig_distance
Definition d_a_npc_wrestler.h:24
s16 stagger_time
Definition d_a_npc_wrestler.h:27
s16 bending_limit
Definition d_a_npc_wrestler.h:29
f32 grapple_distance
Definition d_a_npc_wrestler.h:23
f32 lateral_movement_chance
Definition d_a_npc_wrestler.h:31
Definition d_a_npc_wrestler.h:38
Vec field_0xd0
Definition d_a_npc_wrestler.h:64
f32 ring_edge_sound
Definition d_a_npc_wrestler.h:46
f32 field_0x90
Definition d_a_npc_wrestler.h:50
f32 fade_speed
Definition d_a_npc_wrestler.h:48
s16 field_0xb6
Definition d_a_npc_wrestler.h:61
f32 field_0x98
Definition d_a_npc_wrestler.h:52
s16 ai_action
Definition d_a_npc_wrestler.h:40
s16 field_0xa8
Definition d_a_npc_wrestler.h:56
daNpcF_HIOParam common
Definition d_a_npc_wrestler.h:39
f32 field_0xa4
Definition d_a_npc_wrestler.h:55
f32 camera_rotation_angle
Definition d_a_npc_wrestler.h:45
f32 vertical_speed
Definition d_a_npc_wrestler.h:71
daNpcWrestler_HIOParamSub mTypeParams[2]
Definition d_a_npc_wrestler.h:73
f32 ring_edge_movement
Definition d_a_npc_wrestler.h:47
Vec field_0xc4
Definition d_a_npc_wrestler.h:63
f32 field_0xb0
Definition d_a_npc_wrestler.h:59
Vec field_0xdc
Definition d_a_npc_wrestler.h:65
s32 slap_hit_impact
Definition d_a_npc_wrestler.h:43
s16 field_0x8c
Definition d_a_npc_wrestler.h:49
f32 field_0xf0
Definition d_a_npc_wrestler.h:70
f32 field_0x94
Definition d_a_npc_wrestler.h:51
f32 field_0xa0
Definition d_a_npc_wrestler.h:54
s16 field_0xec
Definition d_a_npc_wrestler.h:68
s16 field_0xac
Definition d_a_npc_wrestler.h:58
f32 horizontal_speed
Definition d_a_npc_wrestler.h:72
s16 fight_appearance_time
Definition d_a_npc_wrestler.h:42
s16 field_0xea
Definition d_a_npc_wrestler.h:67
s16 ready_appearance_time
Definition d_a_npc_wrestler.h:41
Vec field_0xb8
Definition d_a_npc_wrestler.h:62
s16 field_0xaa
Definition d_a_npc_wrestler.h:57
f32 field_0x9c
Definition d_a_npc_wrestler.h:53
s16 rotation
Definition d_a_npc_wrestler.h:44
s16 field_0xe8
Definition d_a_npc_wrestler.h:66
s16 field_0xee
Definition d_a_npc_wrestler.h:69
s16 field_0xb4
Definition d_a_npc_wrestler.h:60
Definition d_a_npc.h:14
Definition d_a_npc.h:19
Definition c_phase.h:17