Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_item.h
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1#ifndef A_OBJ_D_A_OBJ_ITEM_H
2#define A_OBJ_D_A_OBJ_ITEM_H
3
4#include "d/d_a_item_static.h"
5
6namespace daItem_prm {
7 static inline u8 getItemNo(daItem_c* item) {
8 return fopAcM_GetParam(item);
9 }
10
11 static inline u32 getItemBitNo(daItem_c* item) {
12 return (fopAcM_GetParam(item) >> 8) & 0xFF;
13 }
14
16 return item->field_0x92e & 0x3F;
17 }
18
19 static inline u8 checkInWater(daItem_c* item) {
20 return fopAcM_GetParamBit(item, 0x1C, 4);
21 }
22
23 static inline u8 getType(daItem_c* item) {
24 return (fopAcM_GetParam(item) >> 0x18) & 0xF;
25 }
26
27 static inline u8 getSwitchNo(daItem_c* item) {
28 return (fopAcM_GetParam(item) >> 0x10) & 0xFF;
29 }
30};
31
32#endif /* A_OBJ_D_A_OBJ_ITEM_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition d_a_item_static.h:12
u32 fopAcM_GetParam(const void *pActor)
Definition f_op_actor_mng.h:224
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:228
Definition d_a_obj_item.h:6
static u8 getSwitchNo(daItem_c *item)
Definition d_a_obj_item.h:27
static u8 getType(daItem_c *item)
Definition d_a_obj_item.h:23
static u8 getItemNo(daItem_c *item)
Definition d_a_obj_item.h:7
static u8 checkInWater(daItem_c *item)
Definition d_a_obj_item.h:19
static u16 getSwOnWaitTimer(daItem_c *item)
Definition d_a_obj_item.h:15
static u32 getItemBitNo(daItem_c *item)
Definition d_a_obj_item.h:11
unsigned long u32
Definition types.h:10
unsigned short u16
Definition types.h:9
unsigned char u8
Definition types.h:8