Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_automata.h
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1#ifndef D_A_OBJ_AUTOMATA_H
2#define D_A_OBJ_AUTOMATA_H
3
5
15public:
16 /* 80BA56EC */ ~daObj_AutoMata_c();
17 /* 80BA5990 */ void create();
18 /* 80BA5F88 */ void CreateHeap();
19 /* 80BA60A0 */ void Delete();
20 /* 80BA60D4 */ void Execute();
21 /* 80BA639C */ void Draw();
22 /* 80BA6480 */ void createHeapCallBack(fopAc_ac_c*);
23 /* 80BA64A0 */ void srchTHouse(fopAc_ac_c*, void*);
24 /* 80BA6500 */ void setAnm(int, bool);
25 /* 80BA6634 */ void setEnvTevColor();
26 /* 80BA6690 */ void setRoomNo();
27 /* 80BA66D4 */ void setMtx();
28 /* 80BA674C */ void setSe();
29
30private:
31 /* 0x568 */ u8 field_0x568[0xb38 - 0x568];
32};
33
35
37public:
38 /* 80BA6BA4 */ ~daObj_AutoMata_Param_c();
39
40 static u8 const m[12];
41};
42
43
44#endif /* D_A_OBJ_AUTOMATA_H */
Definition d_a_obj_automata.h:36
static u8 const m[12]
Definition d_a_obj_automata.h:308
~daObj_AutoMata_Param_c()
Definition d_a_obj_automata.cpp:627
Falbi's Music Box.
Definition d_a_obj_automata.h:14
void setRoomNo()
Definition d_a_obj_automata.cpp:528
void Execute()
Definition d_a_obj_automata.cpp:446
void setAnm(int, bool)
Definition d_a_obj_automata.cpp:518
~daObj_AutoMata_c()
Definition d_a_obj_automata.cpp:302
void srchTHouse(fopAc_ac_c *, void *)
Definition d_a_obj_automata.cpp:478
u8 field_0x568[0xb38 - 0x568]
Definition d_a_obj_automata.h:31
void setMtx()
Definition d_a_obj_automata.cpp:533
void setSe()
Definition d_a_obj_automata.cpp:567
void Delete()
Definition d_a_obj_automata.cpp:414
void create()
Definition d_a_obj_automata.cpp:357
void setEnvTevColor()
Definition d_a_obj_automata.cpp:523
void CreateHeap()
Definition d_a_obj_automata.cpp:409
void Draw()
Definition d_a_obj_automata.cpp:466
void createHeapCallBack(fopAc_ac_c *)
Definition d_a_obj_automata.cpp:472
STATIC_ASSERT(sizeof(daObj_AutoMata_c)==0xb38)
Definition d_a_ep.cpp:19
unsigned char u8
Definition types.h:8