Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_master_sword.h
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1#ifndef D_A_OBJ_MASTER_SWORD_H
2#define D_A_OBJ_MASTER_SWORD_H
3
5#include "d/d_cc_d.h"
6
9
19public:
20 enum Mode_e {
22 };
23
24 /* 80C90AF8 */ void initWait();
25 /* 80C90B50 */ void executeWait();
26 /* 80C90C50 */ static int createHeapCallBack(fopAc_ac_c* i_this);
27 /* 80C90C70 */ int CreateHeap();
28 /* 80C90DB8 */ int create();
29 /* 80C90F6C */ void create_init();
30 /* 80C91448 */ ~daObjMasterSword_c();
31 /* 80C91714 */ int draw();
32
33 inline void initCollision();
34 inline void setCollision();
35 inline void initBaseMtx();
36 inline void setAction(Mode_e i_mode);
37 inline void callInit();
38 inline void callExecute();
39 inline int execute();
40
41 f32 attr() const { return mAttr; }
42
43 u8 getEventID() { return (fopAcM_GetParam(this) >> 0x10) & 0xFF; }
44 u16 getFlagNo() { return fopAcM_GetParam(this) & 0xFFFF; }
45
46 static f32 const mAttr;
47 // static actionFunc ActionTable[];
48 static u8 ActionTable[24];
49
50private:
51 /* 0x568 */ J3DModel* mpModel;
53 /* 0x574 */ mDoExt_btkAnm mBtk;
54 /* 0x58C */ mDoExt_brkAnm mBrk;
55 /* 0x5A4 */ dCcD_Stts mCcStts;
56 /* 0x5E0 */ dCcD_Cyl mCyl;
57 /* 0x71C */ actionFunc* mActionFunc;
58 /* 0x720 */ Mode_e mMode;
59 /* 0x724 */ u32 mShadowKey;
61 /* 0x738 */ f32 field_0x738;
62};
63
65
66#endif /* D_A_OBJ_MASTER_SWORD_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Master Sword.
Definition d_a_obj_master_sword.h:18
void setCollision()
Definition d_a_obj_master_sword.cpp:539
f32 field_0x738
Definition d_a_obj_master_sword.h:61
dCcD_Cyl mCyl
Definition d_a_obj_master_sword.h:56
~daObjMasterSword_c()
Definition d_a_obj_master_sword.cpp:519
cBgS_PolyInfo field_0x728
Definition d_a_obj_master_sword.h:60
int execute()
Definition d_a_obj_master_sword.cpp:543
void initWait()
Definition d_a_obj_master_sword.cpp:123
void callInit()
Definition d_a_obj_master_sword.cpp:428
u32 mShadowKey
Definition d_a_obj_master_sword.h:59
Mode_e mMode
Definition d_a_obj_master_sword.h:58
mDoExt_brkAnm mBrk
Definition d_a_obj_master_sword.h:54
Mode_e
Definition d_a_obj_master_sword.h:20
@ MODE_0_e
Definition d_a_obj_master_sword.h:21
void setAction(Mode_e i_mode)
Definition d_a_obj_master_sword.cpp:432
int create()
Definition d_a_obj_master_sword.cpp:354
mDoExt_btkAnm mBtk
Definition d_a_obj_master_sword.h:53
request_of_phase_process_class mPhase
Definition d_a_obj_master_sword.h:52
static int createHeapCallBack(fopAc_ac_c *i_this)
Definition d_a_obj_master_sword.cpp:153
static u8 ActionTable[24]
Definition d_a_obj_master_sword.h:252
void executeWait()
Definition d_a_obj_master_sword.cpp:132
u8 getEventID()
Definition d_a_obj_master_sword.h:43
void initBaseMtx()
Definition d_a_obj_master_sword.cpp:416
f32 attr() const
Definition d_a_obj_master_sword.h:41
static f32 const mAttr
Definition d_a_obj_master_sword.h:46
u16 getFlagNo()
Definition d_a_obj_master_sword.h:44
J3DModel * mpModel
Definition d_a_obj_master_sword.h:51
void initCollision()
Definition d_a_obj_master_sword.cpp:396
int CreateHeap()
Definition d_a_obj_master_sword.cpp:204
void create_init()
Definition d_a_obj_master_sword.cpp:442
dCcD_Stts mCcStts
Definition d_a_obj_master_sword.h:55
void callExecute()
Definition d_a_obj_master_sword.cpp:535
int draw()
Definition d_a_obj_master_sword.cpp:591
actionFunc * mActionFunc
Definition d_a_obj_master_sword.h:57
void(daObjMasterSword_c::* actionFunc)()
Definition d_a_obj_master_sword.h:8
STATIC_ASSERT(sizeof(daObjMasterSword_c)==0x73C)
u32 fopAcM_GetParam(const void *pActor)
Definition f_op_actor_mng.h:224
Definition d_a_ep.cpp:155
Definition d_a_ep.cpp:134
Definition d_a_npc_fguard.cpp:86
Definition d_a_npc_fguard.cpp:70
Definition d_a_ep.cpp:19
Definition d_a_obj_sekizoa.cpp:56
Definition d_a_hozelda.cpp:47
Definition d_a_hozelda.cpp:14
unsigned long u32
Definition types.h:10
float f32
Definition types.h:22
unsigned short u16
Definition types.h:9
unsigned char u8
Definition types.h:8