Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_flag3.h
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1#ifndef D_A_OBJ_FLAG3_H
2#define D_A_OBJ_FLAG3_H
3
5
14class daObjFlag3_c : public fopAc_ac_c {
15public:
16 /* 80BEEA78 */ void createHeap();
17 /* 80BEED3C */ void execute();
18 /* 80BEF700 */ ~daObjFlag3_c();
19 /* 80BEF95C */ void create();
20 /* 80BEFBC4 */ void create_init();
21
22 static u8 const M_attr[20];
23
24private:
25 /* 0x568 */ u8 field_0x568[0x1340 - 0x568];
26};
27
28STATIC_ASSERT(sizeof(daObjFlag3_c) == 0x1340);
29
31public:
32 /* 80BEEDE4 */ void execute();
33 /* 80BEEF74 */ void calcFlagNormal(cXyz*, int);
34 /* 80BEF278 */ void calcFlagFactor(cXyz*, cXyz*, cXyz*, int);
35 /* 80BEF790 */ ~FlagCloth2_c();
36 /* 80BEFD08 */ void initFlagPos(cXyz*, fopAc_ac_c*);
37 /* 80BF00A0 */ void draw();
38 /* 80BF0434 */ void getTargetPos();
39};
40
41
42#endif /* D_A_OBJ_FLAG3_H */
Definition d_a_obj_flag3.h:30
void calcFlagFactor(cXyz *, cXyz *, cXyz *, int)
Definition d_a_obj_flag3.cpp:276
void getTargetPos()
Definition d_a_obj_flag3.cpp:500
void calcFlagNormal(cXyz *, int)
Definition d_a_obj_flag3.cpp:224
void execute()
Definition d_a_obj_flag3.cpp:209
~FlagCloth2_c()
Definition d_a_obj_flag3.cpp:362
void initFlagPos(cXyz *, fopAc_ac_c *)
Definition d_a_obj_flag3.cpp:454
void draw()
Definition d_a_obj_flag3.cpp:495
Flag 3.
Definition d_a_obj_flag3.h:14
void createHeap()
Definition d_a_obj_flag3.cpp:177
void create_init()
Definition d_a_obj_flag3.cpp:426
void execute()
Definition d_a_obj_flag3.cpp:198
void create()
Definition d_a_obj_flag3.cpp:380
static u8 const M_attr[20]
Definition d_a_obj_flag3.h:109
u8 field_0x568[0x1340 - 0x568]
Definition d_a_obj_flag3.h:25
~daObjFlag3_c()
Definition d_a_obj_flag3.cpp:292
STATIC_ASSERT(sizeof(daObjFlag3_c)==0x1340)
Definition d_a_hozelda.cpp:20
Definition d_a_ep.cpp:19
unsigned char u8
Definition types.h:8