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
8typedef void (daObjMasterSword_c::*actionFunc)();
9
24public:
25 enum Mode_e {
27 };
28
29 void initWait();
30 void executeWait();
31 static int createHeapCallBack(fopAc_ac_c* i_this);
32 int CreateHeap();
33 int create();
34 inline void create_init();
36 int draw();
37
38 inline void initCollision();
39 inline void setCollision();
40 inline void initBaseMtx();
41 inline void setAction(Mode_e i_mode);
42 inline void callInit();
43 inline void callExecute();
44 inline int execute();
45
46 f32 attr() const { return mAttr.field_0x0; }
47
48 u8 getEventID() { return (fopAcM_GetParam(this) >> 0x10) & 0xFF; }
49 u16 getFlagNo() { return fopAcM_GetParam(this) & 0xFFFF; }
50
51 static daObjMasterSword_Attr_c const mAttr;
52 static actionFunc ActionTable[];
53
54private:
55 /* 0x568 */ J3DModel* mpModel;
57 /* 0x574 */ mDoExt_btkAnm mBtk;
58 /* 0x58C */ mDoExt_brkAnm mBrk;
59 /* 0x5A4 */ dCcD_Stts mCcStts;
60 /* 0x5E0 */ dCcD_Cyl mCyl;
61 /* 0x71C */ actionFunc* mActionFunc;
62 /* 0x720 */ Mode_e mMode;
63 /* 0x724 */ u32 mShadowKey;
65 /* 0x738 */ f32 field_0x738;
66};
67
69
70#endif /* D_A_OBJ_MASTER_SWORD_H */
Definition J3DModel.h:43
Definition c_bg_s_poly_info.h:7
Definition d_cc_d.h:461
Definition d_cc_d.h:269
Master Sword.
Definition d_a_obj_master_sword.h:23
void setCollision()
Definition d_a_obj_master_sword.cpp:175
f32 field_0x738
Definition d_a_obj_master_sword.h:65
dCcD_Cyl mCyl
Definition d_a_obj_master_sword.h:60
static actionFunc ActionTable[]
Definition d_a_obj_master_sword.h:83
~daObjMasterSword_c()
Definition d_a_obj_master_sword.cpp:167
cBgS_PolyInfo field_0x728
Definition d_a_obj_master_sword.h:64
int execute()
Definition d_a_obj_master_sword.cpp:179
void initWait()
Definition d_a_obj_master_sword.cpp:27
void callInit()
Definition d_a_obj_master_sword.cpp:107
u32 mShadowKey
Definition d_a_obj_master_sword.h:63
Mode_e mMode
Definition d_a_obj_master_sword.h:62
mDoExt_brkAnm mBrk
Definition d_a_obj_master_sword.h:58
Mode_e
Definition d_a_obj_master_sword.h:25
@ MODE_0_e
Definition d_a_obj_master_sword.h:26
void setAction(Mode_e i_mode)
Definition d_a_obj_master_sword.cpp:111
int create()
Definition d_a_obj_master_sword.cpp:143
mDoExt_btkAnm mBtk
Definition d_a_obj_master_sword.h:57
request_of_phase_process_class mPhase
Definition d_a_obj_master_sword.h:56
static int createHeapCallBack(fopAc_ac_c *i_this)
Definition d_a_obj_master_sword.cpp:53
void executeWait()
Definition d_a_obj_master_sword.cpp:34
u8 getEventID()
Definition d_a_obj_master_sword.h:48
void initBaseMtx()
Definition d_a_obj_master_sword.cpp:15
f32 attr() const
Definition d_a_obj_master_sword.h:46
static daObjMasterSword_Attr_c const mAttr
Definition d_a_obj_master_sword.h:13
u16 getFlagNo()
Definition d_a_obj_master_sword.h:49
J3DModel * mpModel
Definition d_a_obj_master_sword.h:55
void initCollision()
Definition d_a_obj_master_sword.cpp:87
int CreateHeap()
Definition d_a_obj_master_sword.cpp:59
void create_init()
Definition d_a_obj_master_sword.cpp:117
dCcD_Stts mCcStts
Definition d_a_obj_master_sword.h:59
void callExecute()
Definition d_a_obj_master_sword.cpp:171
int draw()
Definition d_a_obj_master_sword.cpp:207
actionFunc * mActionFunc
Definition d_a_obj_master_sword.h:61
Definition f_op_actor.h:230
Definition m_Do_ext.h:94
Definition m_Do_ext.h:65
void(daObjMasterSword_c::* actionFunc)()
Definition d_a_obj_master_sword.h:8
STATIC_ASSERT(sizeof(daObjMasterSword_c)==0x73C)
unsigned long u32
Definition types.h:12
float f32
Definition types.h:25
unsigned short int u16
Definition types.h:10
unsigned char u8
Definition types.h:8
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:192
Definition d_a_obj_master_sword.h:10
f32 field_0x0
Definition d_a_obj_master_sword.h:11
Definition c_phase.h:17