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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_gb.h
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1#ifndef D_A_OBJ_GB_H
2#define D_A_OBJ_GB_H
3
5#include "f_op/f_op_actor.h"
6
7class dBgW;
8
17class obj_gb_class : public fopAc_ac_c {
18public:
20 /* 0x570 */ J3DModel* mModel;
21 /* 0x574 */ mDoExt_btkAnm* mBtk;
22 /* 0x578 */ mDoExt_brkAnm* mBrk;
23 /* 0x57C */ u8 field_0x57c;
24 /* 0x57D */ u8 mColorAlpha;
25 /* 0x580 */ int mSw1;
26 /* 0x584 */ int mSw2;
27 /* 0x588 */ s16 mIsFinalBattle;
28 /* 0x58A */ s16 field_0x58a[2];
29 /* 0x58E */ s16 field_0x58e;
30 /* 0x58E */ f32 mBrkFrame;
31 /* 0x594 */ cXyz field_0x594[20];
32 /* 0x684 */ f32 field_0x684;
33 /* 0x688 */ Mtx mBgMtx;
34 /* 0x6B8 */ dBgW* mpBgW;
35};
36
37STATIC_ASSERT(sizeof(obj_gb_class) == 0x6bc);
38
39
40#endif /* D_A_OBJ_GB_H */
Definition d_bg_w.h:253
Ganondorf Barrier.
Definition d_a_obj_gb.h:17
cXyz field_0x594[20]
Definition d_a_obj_gb.h:31
f32 mBrkFrame
Definition d_a_obj_gb.h:30
mDoExt_btkAnm * mBtk
Definition d_a_obj_gb.h:21
u8 mColorAlpha
Definition d_a_obj_gb.h:24
s16 field_0x58e
Definition d_a_obj_gb.h:29
int mSw1
Definition d_a_obj_gb.h:25
s16 field_0x58a[2]
Definition d_a_obj_gb.h:28
J3DModel * mModel
Definition d_a_obj_gb.h:20
request_of_phase_process_class mPhase
Definition d_a_obj_gb.h:19
f32 field_0x684
Definition d_a_obj_gb.h:32
int mSw2
Definition d_a_obj_gb.h:26
mDoExt_brkAnm * mBrk
Definition d_a_obj_gb.h:22
u8 field_0x57c
Definition d_a_obj_gb.h:23
Mtx mBgMtx
Definition d_a_obj_gb.h:33
s16 mIsFinalBattle
Definition d_a_obj_gb.h:27
dBgW * mpBgW
Definition d_a_obj_gb.h:34
STATIC_ASSERT(sizeof(obj_gb_class)==0x6bc)
f32 Mtx[3][4]
Definition mtx.h:15
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:20
Definition d_a_ep.cpp:19
Definition d_a_obj_sekizoa.cpp:56
Definition d_a_hozelda.cpp:47
Definition d_a_hozelda.cpp:14
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned char u8
Definition types.h:8