Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_chest.h
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1#ifndef D_A_OBJ_CHEST_H
2#define D_A_OBJ_CHEST_H
3
5#include "d/d_cc_d.h"
6#include "d/d_com_inf_game.h"
8
18public:
20 /* 0 */ ACTION_WAIT,
21 /* 1 */ ACTION_MOVE,
22 /* 2 */ ACTION_END,
23 };
24
25 /* 80BC8EF8 */ void initBaseMtx();
26 /* 80BC8F34 */ void setBaseMtx();
27 /* 80BC9088 */ int Create();
28 /* 80BC9240 */ int CreateHeap();
29 /* 80BC92B0 */ int create();
30 /* 80BC970C */ int Execute(Mtx**);
31 /* 80BC9764 */ void action();
32 /* 80BC9808 */ void actionWait();
33 /* 80BC9BF0 */ void actionMove();
34 /* 80BC9DFC */ void actionEnd();
35 /* 80BC9E00 */ int Draw();
36 /* 80BC9EA4 */ int Delete();
37
39 u8 getSwNo() { return fopAcM_GetParamBit(this, 0, 8); }
40 u32 getArg0() { return fopAcM_GetParamBit(this, 8, 4); }
41
42private:
44 /* 0x5A8 */ J3DModel* mpModel;
47 /* 0x7C4 */ dCcD_Stts mStts;
48 /* 0x800 */ dCcD_Cyl mCyl[2];
51 /* 0xA8A */ csXyz mExtraRot;
52 /* 0xA90 */ u8 mAction;
53 /* 0xA91 */ u8 mMoveStartTimer;
55 /* 0xA94 */ s32 mLifeCycleLength; // this only gets incremented in the execute function
56 /* 0xA98 */ s16 mModifyRotX;
57 /* 0xA9A */ s16 mRandomRotX;
58 /* 0xA9C */ f32 field_0xa9c;
59 /* 0xAA0 */ f32 mScaleY;
60};
61
62STATIC_ASSERT(sizeof(daObjChest_c) == 0xAA4);
63
64#endif /* D_A_OBJ_CHEST_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition d_bg_s_movebg_actor.h:10
Cabinet.
Definition d_a_obj_chest.h:17
f32 field_0xa9c
Definition d_a_obj_chest.h:58
int Create()
Definition d_a_obj_chest.cpp:64
void actionWait()
Definition d_a_obj_chest.cpp:165
dBgS_AcchCir mAcchCir
Definition d_a_obj_chest.h:46
void action()
Definition d_a_obj_chest.cpp:153
u8 mMoveStartTimer
Definition d_a_obj_chest.h:53
int create()
Definition d_a_obj_chest.cpp:129
void actionEnd()
Definition d_a_obj_chest.cpp:239
void setBaseMtx()
Definition d_a_obj_chest.cpp:39
request_of_phase_process_class mPhaseReq
Definition d_a_obj_chest.h:43
u8 mAction
Definition d_a_obj_chest.h:52
int Execute(Mtx **)
Definition d_a_obj_chest.cpp:144
u8 getSwNo()
Definition d_a_obj_chest.h:39
f32 mScaleY
Definition d_a_obj_chest.h:59
u32 getArg0()
Definition d_a_obj_chest.h:40
u16 mRandomMoveStartTimer
Definition d_a_obj_chest.h:54
int CreateHeap()
Definition d_a_obj_chest.cpp:119
void actionMove()
Definition d_a_obj_chest.cpp:207
int Delete()
Definition d_a_obj_chest.cpp:254
s32 mLifeCycleLength
Definition d_a_obj_chest.h:55
void initBaseMtx()
Definition d_a_obj_chest.cpp:18
dBgS_ObjAcch mObjAcch
Definition d_a_obj_chest.h:45
daObjChest_Action
Definition d_a_obj_chest.h:19
@ ACTION_MOVE
Definition d_a_obj_chest.h:21
@ ACTION_END
Definition d_a_obj_chest.h:22
@ ACTION_WAIT
Definition d_a_obj_chest.h:20
J3DModel * mpModel
Definition d_a_obj_chest.h:44
s16 mRandomRotX
Definition d_a_obj_chest.h:57
s16 mModifyRotX
Definition d_a_obj_chest.h:56
csXyz mFallingChestRot
Definition d_a_obj_chest.h:50
dCcD_Stts mStts
Definition d_a_obj_chest.h:47
csXyz mExtraRot
Definition d_a_obj_chest.h:51
void setAction(u8 i_action)
Definition d_a_obj_chest.h:38
int Draw()
Definition d_a_obj_chest.cpp:244
cXyz mFallingChestPos
Definition d_a_obj_chest.h:49
dCcD_Cyl mCyl[2]
Definition d_a_obj_chest.h:48
STATIC_ASSERT(sizeof(daObjChest_c)==0xAA4)
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_ep.cpp:155
Definition d_a_hozelda.cpp:20
Definition d_a_ep.cpp:66
Definition d_a_npc_fguard.cpp:98
Definition d_a_npc_fguard.cpp:94
Definition d_a_npc_fguard.cpp:86
Definition d_a_npc_fguard.cpp:70
Definition d_a_hozelda.cpp:14
unsigned long u32
Definition types.h:10
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned short u16
Definition types.h:9
signed long s32
Definition types.h:6
unsigned char u8
Definition types.h:8