Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_ikada.h
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1#ifndef D_A_OBJ_IKADA_H
2#define D_A_OBJ_IKADA_H
3
5
14class daObjIkada_c : public fopAc_ac_c {
15public:
16 /* 80C269B8 */ void RideOn_Angle(s16&, f32, s16, f32);
17 /* 80C26A20 */ void Check_RideOn();
18 /* 80C26C50 */ void initBaseMtx();
19 /* 80C26C7C */ void setBaseMtx();
20 /* 80C27028 */ void CreateHeap();
21 /* 80C270A0 */ void Create();
22 /* 80C270E0 */ void Execute(f32 (**)[3][4]);
23 /* 80C27400 */ void Draw();
24 /* 80C274A4 */ void Delete();
25
26private:
27 /* 0x568 */ u8 field_0x568[0x844 - 0x568];
28};
29
30STATIC_ASSERT(sizeof(daObjIkada_c) == 0x844);
31
32
33#endif /* D_A_OBJ_IKADA_H */
Raft.
Definition d_a_obj_ikada.h:14
void Create()
Definition d_a_obj_ikada.cpp:355
void initBaseMtx()
Definition d_a_obj_ikada.cpp:177
void Check_RideOn()
Definition d_a_obj_ikada.cpp:172
u8 field_0x568[0x844 - 0x568]
Definition d_a_obj_ikada.h:27
void RideOn_Angle(s16 &, f32, s16, f32)
Definition d_a_obj_ikada.cpp:111
void Delete()
Definition d_a_obj_ikada.cpp:421
void CreateHeap()
Definition d_a_obj_ikada.cpp:350
void Draw()
Definition d_a_obj_ikada.cpp:416
void setBaseMtx()
Definition d_a_obj_ikada.cpp:182
void Execute(f32(**)[3][4])
Definition d_a_obj_ikada.cpp:411
STATIC_ASSERT(sizeof(daObjIkada_c)==0x844)
Definition d_a_ep.cpp:19
float f32
Definition types.h:22
signed short s16
Definition types.h:5
unsigned char u8
Definition types.h:8