Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_cowdoor.h
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1#ifndef D_A_OBJ_COWDOOR_H
2#define D_A_OBJ_COWDOOR_H
3
5#include "d/d_com_inf_game.h"
6
16public:
17 /* 80BCC7F8 */ void setBaseMtx();
18 /* 80BCC86C */ int Create();
19 /* 80BCC8C4 */ int CreateHeap();
20 /* 80BCC93C */ int create();
21 /* 80BCCA1C */ int Execute(f32 (**)[3][4]);
22 /* 80BCCA48 */ int Draw();
23 /* 80BCCAEC */ int Delete();
24
25private:
27 /* 0x5A8 */ J3DModel* field_0x5a8;
28};
29
30STATIC_ASSERT(sizeof(daCowdoor_c) == 0x5AC);
31
32#endif /* D_A_OBJ_COWDOOR_H */
Definition d_bg_s_movebg_actor.h:10
Ordon Ranch Stable Door.
Definition d_a_obj_cowdoor.h:15
int Execute(f32(**)[3][4])
Definition d_a_obj_cowdoor.cpp:58
int CreateHeap()
Definition d_a_obj_cowdoor.cpp:33
int Create()
Definition d_a_obj_cowdoor.cpp:18
int Draw()
Definition d_a_obj_cowdoor.cpp:65
int create()
Definition d_a_obj_cowdoor.cpp:43
request_of_phase_process_class field_0x5a0
Definition d_a_obj_cowdoor.h:26
int Delete()
Definition d_a_obj_cowdoor.cpp:75
void setBaseMtx()
Definition d_a_obj_cowdoor.cpp:10
J3DModel * field_0x5a8
Definition d_a_obj_cowdoor.h:27
STATIC_ASSERT(sizeof(daCowdoor_c)==0x5AC)
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:14
float f32
Definition types.h:22