Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_lv3Water2.h
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1#ifndef D_A_OBJ_LV3WATER2_H
2#define D_A_OBJ_LV3WATER2_H
3
5
14class daLv3Water2_c : public fopAc_ac_c {
15public:
16 /* 80C5A478 */ void setBaseMtx();
17 /* 80C5A4F8 */ void CreateHeap();
18 /* 80C5A5E4 */ void create();
19 /* 80C5A844 */ void Execute(f32 (**)[3][4]);
20 /* 80C5AC10 */ void mode_proc_wait();
21 /* 80C5ACB8 */ void mode_init_levelCtrl();
22 /* 80C5ACE4 */ void mode_proc_levelCtrl();
23 /* 80C5ADA4 */ void Draw();
24 /* 80C5AEFC */ void Delete();
25 /* 80C5AF3C */ void eventStart();
26 /* 80C5B298 */ ~daLv3Water2_c();
27
28private:
29 /* 0x568 */ u8 field_0x568[0x610 - 0x568];
30};
31
32STATIC_ASSERT(sizeof(daLv3Water2_c) == 0x610);
33
35public:
36 /* 80C5A40C */ daLv3Water2_HIO_c();
37 /* 80C5B14C */ ~daLv3Water2_HIO_c();
38};
39
40
41#endif /* D_A_OBJ_LV3WATER2_H */
Definition d_a_obj_lv3Water2.h:34
~daLv3Water2_HIO_c()
Definition d_a_obj_lv3Water2.cpp:400
daLv3Water2_HIO_c()
Definition d_a_obj_lv3Water2.cpp:232
Lakebed Temple Water 2.
Definition d_a_obj_lv3Water2.h:14
void mode_init_levelCtrl()
Definition d_a_obj_lv3Water2.cpp:318
void eventStart()
Definition d_a_obj_lv3Water2.cpp:373
void CreateHeap()
Definition d_a_obj_lv3Water2.cpp:268
void create()
Definition d_a_obj_lv3Water2.cpp:288
void Delete()
Definition d_a_obj_lv3Water2.cpp:360
void mode_proc_wait()
Definition d_a_obj_lv3Water2.cpp:306
void Execute(f32(**)[3][4])
Definition d_a_obj_lv3Water2.cpp:300
u8 field_0x568[0x610 - 0x568]
Definition d_a_obj_lv3Water2.h:29
void setBaseMtx()
Definition d_a_obj_lv3Water2.cpp:243
void Draw()
Definition d_a_obj_lv3Water2.cpp:355
~daLv3Water2_c()
Definition d_a_obj_lv3Water2.cpp:451
void mode_proc_levelCtrl()
Definition d_a_obj_lv3Water2.cpp:330
STATIC_ASSERT(sizeof(daLv3Water2_c)==0x610)
Definition d_a_ep.cpp:19
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8