Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_h_saku.h
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1#ifndef D_A_OBJ_H_SAKU_H
2#define D_A_OBJ_H_SAKU_H
3
4#include "d/d_bg_s_acch.h"
6#include "d/d_cc_d.h"
8
19public:
20 void BreakSet();
21 u8 SpeedSet(cXyz*, cXyz*, f32);
22 void Action();
23 void initBaseMtx();
24 void setBaseMtx();
25 inline int CreateHeap();
26 inline int Create();
27 inline int Execute(Mtx**);
28 inline int Draw();
29 inline int Delete();
30 inline cPhs__Step create();
31
32 /* 0x5A0 */ u8 field_0x5a0;
33 /* 0x5A1 */ u8 field_0x5a1;
34 /* 0x5A4 */ cXyz field_0x5a4;
35 /* 0x5B0 */ cXyz field_0x5b0;
36 /* 0x5BC */ csXyz field_0x5bc;
37 /* 0x5C4 */ f32 field_0x5c4;
38 /* 0x5C8 */ s16 field_0x5c8;
39 /* 0x5CA */ csXyz field_0x5ca;
40 /* 0x5D0 */ csXyz field_0x5d0;
41 /* 0x5D6 */ csXyz field_0x5d6;
42 /* 0x5DC */ u8 field_0x5dc;
43 /* 0x5DD */ u8 field_0x5dd;
44 /* 0x5DE */ u8 field_0x5de;
45 /* 0x5E0 */ cXyz field_0x5e0;
46 /* 0x5EC */ dCcD_Stts mStts;
47 /* 0x628 */ J3DModel* field_0x628;
48 /* 0x62C */ J3DModel* field_0x62c;
51 /* 0x678 */ dBgS_ObjAcch mBgc;
52};
53
54STATIC_ASSERT(sizeof(daObjH_Saku_c) == 0x850);
55
56
57#endif /* D_A_OBJ_H_SAKU_H */
cPhs__Step
Definition c_phase.h:8
Definition J3DModel.h:43
Definition c_sxyz.h:10
Definition d_bg_s_acch.h:15
Definition d_bg_s_movebg_actor.h:11
Definition d_bg_s_acch.h:247
Definition d_cc_d.h:269
H - Fence.
Definition d_a_obj_h_saku.h:18
u8 field_0x5dd
Definition d_a_obj_h_saku.h:43
int Execute(Mtx **)
Definition d_a_obj_h_saku.cpp:259
u8 field_0x5de
Definition d_a_obj_h_saku.h:44
J3DModel * field_0x628
Definition d_a_obj_h_saku.h:47
request_of_phase_process_class mPhase
Definition d_a_obj_h_saku.h:49
csXyz field_0x5ca
Definition d_a_obj_h_saku.h:39
cPhs__Step create()
Definition d_a_obj_h_saku.cpp:83
u8 field_0x5dc
Definition d_a_obj_h_saku.h:42
int Delete()
Definition d_a_obj_h_saku.cpp:284
int Create()
Definition d_a_obj_h_saku.cpp:253
void Action()
Definition d_a_obj_h_saku.cpp:107
void setBaseMtx()
Definition d_a_obj_h_saku.cpp:212
void initBaseMtx()
Definition d_a_obj_h_saku.cpp:206
u8 field_0x5a1
Definition d_a_obj_h_saku.h:33
J3DModel * field_0x62c
Definition d_a_obj_h_saku.h:48
cXyz field_0x5a4
Definition d_a_obj_h_saku.h:34
u8 field_0x5a0
Definition d_a_obj_h_saku.h:32
int Draw()
Definition d_a_obj_h_saku.cpp:266
csXyz field_0x5bc
Definition d_a_obj_h_saku.h:36
s16 field_0x5c8
Definition d_a_obj_h_saku.h:38
cXyz field_0x5e0
Definition d_a_obj_h_saku.h:45
void BreakSet()
Definition d_a_obj_h_saku.cpp:13
cXyz field_0x5b0
Definition d_a_obj_h_saku.h:35
dCcD_Stts mStts
Definition d_a_obj_h_saku.h:46
csXyz field_0x5d0
Definition d_a_obj_h_saku.h:40
u8 SpeedSet(cXyz *, cXyz *, f32)
Definition d_a_obj_h_saku.cpp:41
dBgS_AcchCir mAcchCir
Definition d_a_obj_h_saku.h:50
csXyz field_0x5d6
Definition d_a_obj_h_saku.h:41
f32 field_0x5c4
Definition d_a_obj_h_saku.h:37
int CreateHeap()
Definition d_a_obj_h_saku.cpp:66
dBgS_ObjAcch mBgc
Definition d_a_obj_h_saku.h:51
STATIC_ASSERT(sizeof(daObjH_Saku_c)==0x850)
f32 Mtx[3][4]
Definition mtx.h:25
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
unsigned char u8
Definition types.h:8
Definition c_xyz.h:7
Definition c_phase.h:17