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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_eff.h
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1#ifndef D_A_OBJ_EFF_H
2#define D_A_OBJ_EFF_H
3
5#include "d/d_a_obj.h"
6
15namespace daObjEff {
23class Act_c : public fopAc_ac_c {
24public:
25 enum Prm_e {
26 PRM_0 = 0,
27 PRM_8 = 8,
28 };
29
30 /* 8057C9D8 */ int _create();
31
32 static void make_land_smoke(cXyz* i_pos, f32 i_scale) {
33 cXyz scale(i_scale, i_scale, i_scale);
34 scale *= 1.6666666f;
35 fopAcM_create(PROC_Obj_Eff, 3, i_pos, -1, NULL, &scale, -1);
36 }
37};
38}; // namespace daObjEff
39
40#endif /* D_A_OBJ_EFF_H */
Actor Object Effect?
Definition d_a_obj_eff.h:23
int _create()
Definition d_a_obj_eff.cpp:12
Prm_e
Definition d_a_obj_eff.h:25
@ PRM_0
Definition d_a_obj_eff.h:26
@ PRM_8
Definition d_a_obj_eff.h:27
static void make_land_smoke(cXyz *i_pos, f32 i_scale)
Definition d_a_obj_eff.h:32
@ PROC_Obj_Eff
Definition d_procname.h:774
fpc_ProcID fopAcM_create(s16 i_procName, u16 i_setId, u32 i_parameters, const cXyz *i_pos, int i_roomNo, const csXyz *i_angle, const cXyz *i_scale, s8 i_subtype, createFunc i_createFunc)
Definition f_op_actor_mng.cpp:159
Object Effect?
Definition d_a_obj_eff.cpp:23
Definition d_a_hozelda.cpp:20
Definition d_a_hozelda.cpp:74
cXyz scale
Definition f_op_actor.h:223
float f32
Definition types.h:22