Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_fallobj.h
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1#ifndef D_A_OBJ_FALLOBJ_H
2#define D_A_OBJ_FALLOBJ_H
3
5#include "d/d_com_inf_game.h"
7
17public:
18public:
19 /* 80BE39B8 */ void initBaseMtx();
20 /* 80BE3A24 */ void setBaseMtx();
21 /* 80BE3A88 */ int Create();
22 /* 80BE3BA8 */ void getFallTime();
23 /* 80BE3BD4 */ void getFallHeight();
24 /* 80BE3C28 */ int CreateHeap();
25 /* 80BE3C98 */ int create1st();
26 /* 80BE3D24 */ int Execute(Mtx**);
27 /* 80BE4138 */ void action();
28 /* 80BE4228 */ void action_wait(bool);
29 /* 80BE42C0 */ void action_fallStart();
30 /* 80BE43E4 */ void action_countdown();
31 /* 80BE45F4 */ void action_fall();
32 /* 80BE466C */ void action_end();
33 /* 80BE4670 */ void action_follow_fall();
34 /* 80BE4700 */ void checkHang();
35 /* 80BE47A0 */ void checkHang2();
36 /* 80BE48A4 */ int Draw();
37 /* 80BE4948 */ int Delete();
38
39 u32 getTime() { return fopAcM_GetParamBit(this, 8, 8); }
40 u32 getPos() { return fopAcM_GetParamBit(this, 0x14, 8); }
41 BOOL checkFallStart() { return fopAcM_SearchByID(parentActorID)->speed.y != 0.0f; }
42
43private:
45 /* 0x5A8 */ Mtx mMtx;
46 /* 0x5D8 */ u8 field_0x5d8;
47 /* 0x5D9 */ u8 field_0x5d9;
48 /* 0x5DA */ s16 field_0x5da;
49 /* 0x5DC */ s16 field_0x5dc;
50 /* 0x5DE */ s16 field_0x5de;
51 /* 0x5E0 */ s32 field_0x5e0;
52 /* 0x5E4 */ u8 field_0x5e4;
53 /* 0x5E5 */ u8 field_0x5e5;
54 /* 0x5E8 */ J3DModel* mpModel;
55 /* 0x5EC */ s32 field_0x5ec;
56 /* 0x5F0 */ u8 field_0x5f0;
57 /* 0x5F1 */ u8 field_0x5f1;
59};
60
61STATIC_ASSERT(sizeof(daObjFallObj_c) == 0x614);
62
63
64#endif /* D_A_OBJ_FALLOBJ_H */
Definition Z2SoundObject.h:34
Definition d_bg_s_movebg_actor.h:10
Fall Object?
Definition d_a_obj_fallobj.h:16
s16 field_0x5da
Definition d_a_obj_fallobj.h:48
void checkHang2()
Definition d_a_obj_fallobj.cpp:332
s16 field_0x5de
Definition d_a_obj_fallobj.h:50
void action_fallStart()
Definition d_a_obj_fallobj.cpp:275
u32 getTime()
Definition d_a_obj_fallobj.h:39
u8 field_0x5f0
Definition d_a_obj_fallobj.h:56
void getFallTime()
Definition d_a_obj_fallobj.cpp:142
Z2SoundObjSimple mSoundObj
Definition d_a_obj_fallobj.h:58
u8 field_0x5e5
Definition d_a_obj_fallobj.h:53
J3DModel * mpModel
Definition d_a_obj_fallobj.h:54
u8 field_0x5f1
Definition d_a_obj_fallobj.h:57
Mtx mMtx
Definition d_a_obj_fallobj.h:45
s16 field_0x5dc
Definition d_a_obj_fallobj.h:49
void getFallHeight()
Definition d_a_obj_fallobj.cpp:176
int Delete()
Definition d_a_obj_fallobj.cpp:342
int Create()
Definition d_a_obj_fallobj.cpp:137
void action_follow_fall()
Definition d_a_obj_fallobj.cpp:307
void initBaseMtx()
Definition d_a_obj_fallobj.cpp:94
u8 field_0x5e4
Definition d_a_obj_fallobj.h:52
void action_countdown()
Definition d_a_obj_fallobj.cpp:287
request_of_phase_process_class mPhaseReq
Definition d_a_obj_fallobj.h:44
void action_end()
Definition d_a_obj_fallobj.cpp:302
BOOL checkFallStart()
Definition d_a_obj_fallobj.h:41
u32 getPos()
Definition d_a_obj_fallobj.h:40
int Execute(Mtx **)
Definition d_a_obj_fallobj.cpp:241
u8 field_0x5d8
Definition d_a_obj_fallobj.h:46
void action()
Definition d_a_obj_fallobj.cpp:246
u8 field_0x5d9
Definition d_a_obj_fallobj.h:47
void action_wait(bool)
Definition d_a_obj_fallobj.cpp:251
int Draw()
Definition d_a_obj_fallobj.cpp:337
int CreateHeap()
Definition d_a_obj_fallobj.cpp:181
void action_fall()
Definition d_a_obj_fallobj.cpp:297
s32 field_0x5e0
Definition d_a_obj_fallobj.h:51
int create1st()
Definition d_a_obj_fallobj.cpp:186
void checkHang()
Definition d_a_obj_fallobj.cpp:327
void setBaseMtx()
Definition d_a_obj_fallobj.cpp:99
s32 field_0x5ec
Definition d_a_obj_fallobj.h:55
STATIC_ASSERT(sizeof(daObjFallObj_c)==0x614)
s32 fopAcM_SearchByID(fpc_ProcID i_actorID, fopAc_ac_c **i_outActor)
Definition f_op_actor_mng.cpp:49
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
fpc_ProcID parentActorID
Definition f_op_actor.h:212
Definition d_a_hozelda.cpp:14
int BOOL
Definition types.h:27
unsigned long u32
Definition types.h:10
signed short s16
Definition types.h:5
signed long s32
Definition types.h:6
unsigned char u8
Definition types.h:8