Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj.h
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1#ifndef D_A_D_A_OBJ_H
2#define D_A_D_A_OBJ_H
3
5
6class dCcD_GObjInf;
7namespace daObj {
13void posMoveF_stream(fopAc_ac_c*, cXyz const*, cXyz const*, f32, f32);
14void posMoveF_grade(fopAc_ac_c*, cXyz const*, cXyz const*, f32, f32, cXyz const*, f32, f32,
15 cXyz const*);
16void quat_rotBaseY(Quaternion*, cXyz const&);
17void HitSeStart(cXyz const*, int, dCcD_GObjInf const*, u32);
18
19template <typename T>
20int PrmAbstract(const fopAc_ac_c* i_actor, T i_prmA, T i_prmB) {
21 u32 param = fopAcM_GetParam(i_actor);
22 return ((1 << i_prmA) - 1) & (param >> i_prmB);
23}
24}; // namespace daObj
25
26#endif /* D_A_D_A_OBJ_H */
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:183
Definition d_a_obj.cpp:12
void make_eff_break_kotubo(fopAc_ac_c *i_actor)
Definition d_a_obj.cpp:33
void make_eff_break_gm_ootubo(fopAc_ac_c *i_actor)
Definition d_a_obj.cpp:57
void posMoveF_grade(fopAc_ac_c *i_actor, cXyz const *param_1, cXyz const *stream_spd, f32 param_3, f32 param_4, cXyz const *param_5, f32 friction, f32 no_grade_cos, cXyz const *param_8)
Definition d_a_obj.cpp:119
void quat_rotBaseY(Quaternion *quat, cXyz const &param_1)
Definition d_a_obj.cpp:159
int PrmAbstract(const fopAc_ac_c *i_actor, T i_prmA, T i_prmB)
Definition d_a_obj.h:20
void make_eff_break_gm_kotubo(fopAc_ac_c *i_actor)
Definition d_a_obj.cpp:49
void posMoveF_stream(fopAc_ac_c *i_actor, cXyz const *param_1, cXyz const *param_2, f32 param_3, f32 param_4)
Definition d_a_obj.cpp:65
void HitSeStart(cXyz const *i_sePos, int i_roomNo, dCcD_GObjInf const *i_CcObj, u32 param_3)
Definition d_a_obj.cpp:182
void eff_break_tsubo(fopAc_ac_c *i_actor, cXyz i_scale, int i_type)
Definition d_a_obj.cpp:16
void make_eff_break_kotubo2(fopAc_ac_c *i_actor)
Definition d_a_obj.cpp:41
Definition d_a_hozelda.cpp:16
Definition d_a_hozelda.cpp:20
Definition d_a_npc_fguard.cpp:81
Definition d_a_hozelda.cpp:74
unsigned long u32
Definition types.h:9
float f32
Definition types.h:22