Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_cboard.h
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1#ifndef D_A_OBJ_CBOARD_H
2#define D_A_OBJ_CBOARD_H
3
5#include "d/d_com_inf_game.h"
6
16public:
17 /* 8057B958 */ void initBaseMtx();
18 /* 8057B978 */ void setBaseMtx();
19 /* 8057BA78 */ int create1st();
20
21 /* 8057BA70 */ virtual int CreateHeap();
22 /* 8057B9C8 */ virtual int Create();
23 /* 8057BB74 */ virtual int Execute(Mtx**);
24 /* 8057BCC0 */ virtual int Draw();
25 /* 8057BCC8 */ virtual int Delete();
26
27 u8 getNameArg() { return fopAcM_GetParamBit(this, 0, 4); }
28 u8 getArg0() { return fopAcM_GetParamBit(this, 4, 4); }
29 u8 getSwNo() { return fopAcM_GetParamBit(this, 8, 8); }
30
31private:
33 /* 0x5A8 */ Mtx field_0x5a8;
34};
35
36STATIC_ASSERT(sizeof(daObjBoard_c) == 0x5D8);
37
38#endif /* D_A_OBJ_CBOARD_H */
Definition d_bg_s_movebg_actor.h:10
Clear Board.
Definition d_a_obj_cboard.h:15
virtual int Execute(Mtx **)
Definition d_a_obj_cboard.cpp:96
void setBaseMtx()
Definition d_a_obj_cboard.cpp:16
int create1st()
Definition d_a_obj_cboard.cpp:58
Mtx field_0x5a8
Definition d_a_obj_cboard.h:33
u8 getNameArg()
Definition d_a_obj_cboard.h:27
u8 getSwNo()
Definition d_a_obj_cboard.h:29
virtual int Draw()
Definition d_a_obj_cboard.cpp:135
virtual int Delete()
Definition d_a_obj_cboard.cpp:140
void initBaseMtx()
Definition d_a_obj_cboard.cpp:11
virtual int Create()
Definition d_a_obj_cboard.cpp:38
u8 getArg0()
Definition d_a_obj_cboard.h:28
virtual int CreateHeap()
Definition d_a_obj_cboard.cpp:53
request_of_phase_process_class mPhase
Definition d_a_obj_cboard.h:32
STATIC_ASSERT(sizeof(daObjBoard_c)==0x5D8)
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:228
f32 Mtx[3][4]
Definition mtx.h:15
Definition d_a_hozelda.cpp:14
unsigned char u8
Definition types.h:8