Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_hsTarget.h
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1#ifndef D_A_OBJ_HSTARGET_H
2#define D_A_OBJ_HSTARGET_H
3
6#include "m_Do/m_Do_hostIO.h"
16public:
17 /* 80C1F490 */ void setBaseMtx();
18 /* 80C1F518 */ int CreateHeap();
19 /* 80C1F598 */ int create();
20 /* 80C1F6B0 */ int Execute(f32 (**)[3][4]);
21 /* 80C1F6C4 */ int Draw();
22 /* 80C1F728 */ int Delete();
23
24 u8 getModelType() { return fopAcM_GetParamBit(this, 0, 4); }
25
26private:
28 /* 0x5A8 */ J3DModel* mpModel;
29 /* 0x5AC */ u8 mIndex;
30};
31
32STATIC_ASSERT(sizeof(daHsTarget_c) == 0x5B0);
33
35public:
36 /* 80C1F42C */ daHsTarget_HIO_c();
37 /* 80C1F7F4 */ virtual ~daHsTarget_HIO_c() {}
38};
39
40#endif /* D_A_OBJ_HSTARGET_H */
Definition d_bg_s_movebg_actor.h:10
Definition d_a_obj_hsTarget.h:34
daHsTarget_HIO_c()
Definition d_a_obj_hsTarget.cpp:14
virtual ~daHsTarget_HIO_c()
Definition d_a_obj_hsTarget.h:37
Clawshot Target.
Definition d_a_obj_hsTarget.h:15
J3DModel * mpModel
Definition d_a_obj_hsTarget.h:28
int Draw()
Definition d_a_obj_hsTarget.cpp:69
u8 mIndex
Definition d_a_obj_hsTarget.h:29
int create()
Definition d_a_obj_hsTarget.cpp:39
void setBaseMtx()
Definition d_a_obj_hsTarget.cpp:17
request_of_phase_process_class mPhaseReq
Definition d_a_obj_hsTarget.h:27
int CreateHeap()
Definition d_a_obj_hsTarget.cpp:28
int Execute(f32(**)[3][4])
Definition d_a_obj_hsTarget.cpp:63
int Delete()
Definition d_a_obj_hsTarget.cpp:77
u8 getModelType()
Definition d_a_obj_hsTarget.h:24
Definition m_Do_hostIO.h:5
STATIC_ASSERT(sizeof(daHsTarget_c)==0x5B0)
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:228
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:14
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8