Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_flag.h
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1#ifndef D_A_OBJ_FLAG_H
2#define D_A_OBJ_FLAG_H
3
5
7public:
8 /* 80BEC3BC */ ~FlagJoint_c();
9 /* 80BEC4E0 */ FlagJoint_c();
10};
11
20class daObjFlag_c : public fopAc_ac_c {
21public:
22 /* 80BEB778 */ void create_init();
23 /* 80BEB8F0 */ void initBaseMtx();
24 /* 80BEB984 */ void getJointAngle(csXyz*, int);
25 /* 80BEB9AC */ void calcJointAngle();
26 /* 80BEBC58 */ void calcAngleSwingZ(FlagJoint_c*, f32);
27 /* 80BEBDAC */ void calcAngleSwingX(FlagJoint_c*, f32);
28 /* 80BEBE64 */ void getSwingY(f32);
29
30 static u8 const M_attr[52];
31
32private:
33 /* 0x568 */ u8 field_0x568[0x5ec - 0x568];
34};
35
36STATIC_ASSERT(sizeof(daObjFlag_c) == 0x5ec);
37
38
39#endif /* D_A_OBJ_FLAG_H */
Definition d_a_obj_flag.h:6
FlagJoint_c()
Definition d_a_obj_flag.cpp:264
~FlagJoint_c()
Definition d_a_obj_flag.cpp:254
Flag 1.
Definition d_a_obj_flag.h:20
void calcAngleSwingX(FlagJoint_c *, f32)
Definition d_a_obj_flag.cpp:187
static u8 const M_attr[52]
Definition d_a_obj_flag.h:82
void calcAngleSwingZ(FlagJoint_c *, f32)
Definition d_a_obj_flag.cpp:173
void getJointAngle(csXyz *, int)
Definition d_a_obj_flag.cpp:117
u8 field_0x568[0x5ec - 0x568]
Definition d_a_obj_flag.h:33
void initBaseMtx()
Definition d_a_obj_flag.cpp:112
void getSwingY(f32)
Definition d_a_obj_flag.cpp:207
void calcJointAngle()
Definition d_a_obj_flag.cpp:162
void create_init()
Definition d_a_obj_flag.cpp:107
STATIC_ASSERT(sizeof(daObjFlag_c)==0x5ec)
Definition d_a_ep.cpp:66
Definition d_a_ep.cpp:19
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8