Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_lv3waterEff.cpp File Reference

Functions

static int daObjWaterEff_Execute (daObjWaterEff_c *i_this)
 
static int daObjWaterEff_Delete (daObjWaterEff_c *i_this)
 
static int daObjWaterEff_Create (fopAc_ac_c *i_this)
 

Variables

static u16 const l_eff_id []
 
static actor_method_class l_daObjWaterEff_Method
 
actor_process_profile_definition g_profile_Obj_WaterEff
 

Function Documentation

◆ daObjWaterEff_Create()

static int daObjWaterEff_Create ( fopAc_ac_c i_this)
static

◆ daObjWaterEff_Delete()

static int daObjWaterEff_Delete ( daObjWaterEff_c i_this)
static

◆ daObjWaterEff_Execute()

static int daObjWaterEff_Execute ( daObjWaterEff_c i_this)
static

Variable Documentation

◆ g_profile_Obj_WaterEff

actor_process_profile_definition g_profile_Obj_WaterEff
extern
Initial value:
= {
7,
sizeof(daObjWaterEff_c),
0,
0,
555,
0x40100,
}
Room 09 Water.
Definition d_a_obj_lv3waterEff.h:14
void * g_fopAc_Method[8]
void * g_fpcLf_Method[5+1]
Definition f_pc_leaf.cpp:65
static actor_method_class l_daObjWaterEff_Method
Definition d_a_obj_lv3waterEff.cpp:95
@ PROC_Obj_WaterEff
Definition d_procname.h:388
@ fopAc_CULLBOX_CUSTOM_e
Definition f_op_actor.h:67
@ fopAc_ACTOR_e
Definition f_op_actor.h:38
@ fpcLy_CURRENT_e
Definition f_pc_layer_tag.h:9
@ fpcPi_CURRENT_e
Definition f_pc_priority.h:8

◆ l_daObjWaterEff_Method

actor_method_class l_daObjWaterEff_Method
static
Initial value:
= {
}
T cLib_calcTimer(T *value)
Definition c_lib.h:74
static int daObjWaterEff_Create(fopAc_ac_c *i_this)
Definition d_a_obj_lv3waterEff.cpp:89
static int daObjWaterEff_Execute(daObjWaterEff_c *i_this)
Definition d_a_obj_lv3waterEff.cpp:79
static int daObjWaterEff_Delete(daObjWaterEff_c *i_this)
Definition d_a_obj_lv3waterEff.cpp:84
int(* process_method_func)(void *)
Definition f_pc_method.h:7

◆ l_eff_id

u16 const l_eff_id[]
static
Initial value:
= {
0x86D2,
0x86D3,
0x86D4,
0x86D5,
}

d_a_obj_lv3waterEff.cpp Lakebed Temple Pre-Deku Toad Room Water Bubbles