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:
26
27 void initBaseMtx();
28 void setBaseMtx();
29 int Create();
32 int CreateHeap();
33 int create1st();
34 int Execute(Mtx**);
35 void action();
36 bool action_wait(bool);
37 bool action_fallStart();
38 void action_countdown();
39 void action_fall();
40 void action_end();
41 void action_follow_fall();
42 bool checkHang();
43 bool checkHang2();
44 int Draw();
45 int Delete();
46
47 u32 getTime() { return fopAcM_GetParamBit(this, 8, 8); }
48 u32 getPos() { return fopAcM_GetParamBit(this, 0x14, 8); }
49 static BOOL checkFallStart(fopAc_ac_c* actor) { return actor->speed.y != 0.0f; }
50
51private:
53 /* 0x5A8 */ Mtx mMtx;
54 /* 0x5D8 */ u8 field_0x5d8;
55 /* 0x5D9 */ u8 mTimer;
56 /* 0x5DA */ s16 mFallTime;
57 /* 0x5DC */ s16 field_0x5dc;
58 /* 0x5DE */ s16 field_0x5de;
59 /* 0x5E0 */ int field_0x5e0;
60 /* 0x5E4 */ bool field_0x5e4;
61 /* 0x5E5 */ bool field_0x5e5;
62 /* 0x5E8 */ J3DModel* mpModel;
63 /* 0x5EC */ fpc_ProcID mChildId;
64 /* 0x5F0 */ u8 mAction;
65 /* 0x5F1 */ bool mVibrationOn;
67};
68
69STATIC_ASSERT(sizeof(daObjFallObj_c) == 0x614);
70
71#if DEBUG
73public:
75 void genMessage(JORMContext* ctx);
76
77 /* 0x6 */ s8 mId;
79 /* 0xA */ s16 mStaticShake;
80 /* 0xC */ u8 mNoFall;
81 /* 0xD */ u8 mCheckDisplay;
82};
83#endif
84
85
86#endif /* D_A_OBJ_FALLOBJ_H */
Definition J3DModel.h:43
Definition JORMContext.h:120
Definition Z2SoundObject.h:38
Definition d_bg_s_movebg_actor.h:11
Definition d_a_obj_fallobj.h:72
void genMessage(JORMContext *ctx)
Definition d_a_obj_fallobj.cpp:23
u8 mCheckDisplay
Definition d_a_obj_fallobj.h:81
s8 mId
Definition d_a_obj_fallobj.h:77
u8 mNoFall
Definition d_a_obj_fallobj.h:80
daObjFallObj_HIO_c()
Definition d_a_obj_fallobj.cpp:16
s16 mStaticShake
Definition d_a_obj_fallobj.h:79
s16 mMovementShake
Definition d_a_obj_fallobj.h:78
Fall Object?
Definition d_a_obj_fallobj.h:16
u8 mTimer
Definition d_a_obj_fallobj.h:55
s16 field_0x5de
Definition d_a_obj_fallobj.h:58
bool action_wait(bool)
Definition d_a_obj_fallobj.cpp:205
bool checkHang2()
Definition d_a_obj_fallobj.cpp:316
u32 getTime()
Definition d_a_obj_fallobj.h:47
Z2SoundObjSimple mSoundObj
Definition d_a_obj_fallobj.h:66
s16 mFallTime
Definition d_a_obj_fallobj.h:56
J3DModel * mpModel
Definition d_a_obj_fallobj.h:62
Mtx mMtx
Definition d_a_obj_fallobj.h:53
s16 field_0x5dc
Definition d_a_obj_fallobj.h:57
u8 mAction
Definition d_a_obj_fallobj.h:64
int Delete()
Definition d_a_obj_fallobj.cpp:380
int Create()
Definition d_a_obj_fallobj.cpp:62
void action_follow_fall()
Definition d_a_obj_fallobj.cpp:290
void initBaseMtx()
Definition d_a_obj_fallobj.cpp:40
bool checkHang()
Definition d_a_obj_fallobj.cpp:303
void action_countdown()
Definition d_a_obj_fallobj.cpp:245
int field_0x5e0
Definition d_a_obj_fallobj.h:59
request_of_phase_process_class mPhaseReq
Definition d_a_obj_fallobj.h:52
bool field_0x5e5
Definition d_a_obj_fallobj.h:61
bool field_0x5e4
Definition d_a_obj_fallobj.h:60
void action_end()
Definition d_a_obj_fallobj.cpp:288
static BOOL checkFallStart(fopAc_ac_c *actor)
Definition d_a_obj_fallobj.h:49
u32 getPos()
Definition d_a_obj_fallobj.h:48
fpc_ProcID mChildId
Definition d_a_obj_fallobj.h:63
bool action_fallStart()
Definition d_a_obj_fallobj.cpp:220
bool mVibrationOn
Definition d_a_obj_fallobj.h:65
int Execute(Mtx **)
Definition d_a_obj_fallobj.cpp:131
u8 field_0x5d8
Definition d_a_obj_fallobj.h:54
void action()
Definition d_a_obj_fallobj.cpp:171
int Draw()
Definition d_a_obj_fallobj.cpp:359
int CreateHeap()
Definition d_a_obj_fallobj.cpp:106
void action_fall()
Definition d_a_obj_fallobj.cpp:276
int create1st()
Definition d_a_obj_fallobj.cpp:113
f32 getFallHeight()
Definition d_a_obj_fallobj.cpp:97
void setBaseMtx()
Definition d_a_obj_fallobj.cpp:48
s16 getFallTime()
Definition d_a_obj_fallobj.cpp:84
Action
Definition d_a_obj_fallobj.h:18
@ ACTION_END
Definition d_a_obj_fallobj.h:23
@ ACTION_FALL
Definition d_a_obj_fallobj.h:21
@ ACTION_FALL_START
Definition d_a_obj_fallobj.h:22
@ ACTION_WAIT
Definition d_a_obj_fallobj.h:19
@ ACTION_FOLLOW_FALL
Definition d_a_obj_fallobj.h:24
@ ACTION_COUNTDOWN
Definition d_a_obj_fallobj.h:20
Definition f_op_actor.h:230
cXyz speed
Definition f_op_actor.h:254
Definition m_Do_hostIO.h:27
STATIC_ASSERT(sizeof(daObjFallObj_c)==0x614)
f32 Mtx[3][4]
Definition mtx.h:25
int BOOL
Definition types.h:33
signed char s8
Definition types.h:7
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
unsigned char u8
Definition types.h:8
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:196
unsigned int fpc_ProcID
Definition f_pc_base.h:10
f32 y
Definition mtx.h:14
Definition c_phase.h:17