Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_mato.h
Go to the documentation of this file.
1#ifndef D_A_OBJ_MATO_H
2#define D_A_OBJ_MATO_H
3
5#include "d/d_cc_d.h"
6#include "d/d_path.h"
7
8class daObjMATO_c;
9
10struct MatoData_s {
11 /* 0x000 */ J3DModel* model;
12 /* 0x004 */ dCcD_Stts ccStts;
13 /* 0x040 */ dCcD_Cyl ccCyl;
14 /* 0x17C */ cXyz pos;
15 /* 0x188 */ cXyz scale;
16 /* 0x194 */ csXyz rot;
17 /* 0x19C */ void (daObjMATO_c::*action)(int);
18 /* 0x1A8 */ void (daObjMATO_c::*prev_action)(int);
19 /* 0x1B4 */ int mode;
20 /* 0x1B8 */ s16 rot_speed;
21 /* 0x1BA */ u8 type;
22 /* 0x1BB */ u8 is_hit;
23 /* 0x1BC */ u8 timer;
24};
25
34class daObjMATO_c : public fopAc_ac_c {
35public:
36 void setAction(void (daObjMATO_c::*)(int), int);
37 void action();
38 void hit_check();
39 void start_wait(int);
40 void wait(int);
41 void disappear(int);
42 void getRupee(int);
43 int execute();
44 int _delete();
45 void setBaseMtx();
46 int mato_init();
47 int create();
48
49 inline int CreateHeap();
50 inline int draw();
51
53 /* 0x0570 */ dPath* mpPath;
54 /* 0x0574 */ MatoData_s mData[30];
55 /* 0x39F4 */ u16 field_0x39f4;
56 /* 0x39F6 */ u8 field_0x39f6;
57 /* 0x39F7 */ u8 mIsAddSimpleModel;
58};
59
60STATIC_ASSERT(sizeof(daObjMATO_c) == 0x39f8);
61
62#endif /* D_A_OBJ_MATO_H */
Definition J3DModel.h:43
Definition c_sxyz.h:10
Definition d_cc_d.h:461
Definition d_cc_d.h:269
Flight by Fowl Rupee Target.
Definition d_a_obj_mato.h:34
void wait(int)
Definition d_a_obj_mato.cpp:125
int execute()
Definition d_a_obj_mato.cpp:210
void setBaseMtx()
Definition d_a_obj_mato.cpp:246
void disappear(int)
Definition d_a_obj_mato.cpp:169
int CreateHeap()
Definition d_a_obj_mato.cpp:35
u16 field_0x39f4
Definition d_a_obj_mato.h:55
void setAction(void(daObjMATO_c::*)(int), int)
Definition d_a_obj_mato.cpp:13
int _delete()
Definition d_a_obj_mato.cpp:232
request_of_phase_process_class mPhase
Definition d_a_obj_mato.h:52
u8 field_0x39f6
Definition d_a_obj_mato.h:56
int draw()
Definition d_a_obj_mato.cpp:264
void start_wait(int)
Definition d_a_obj_mato.cpp:114
void getRupee(int)
Definition d_a_obj_mato.cpp:198
void action()
Definition d_a_obj_mato.cpp:69
int create()
Definition d_a_obj_mato.cpp:318
u8 mIsAddSimpleModel
Definition d_a_obj_mato.h:57
dPath * mpPath
Definition d_a_obj_mato.h:53
int mato_init()
Definition d_a_obj_mato.cpp:282
void hit_check()
Definition d_a_obj_mato.cpp:96
MatoData_s mData[30]
Definition d_a_obj_mato.h:54
Definition f_op_actor.h:230
STATIC_ASSERT(sizeof(daObjMATO_c)==0x39f8)
signed short int s16
Definition types.h:9
unsigned short int u16
Definition types.h:10
unsigned char u8
Definition types.h:8
Definition d_a_obj_mato.h:10
void(daObjMATO_c::* action)(int)
Definition d_a_obj_mato.h:17
dCcD_Stts ccStts
Definition d_a_obj_mato.h:12
s16 rot_speed
Definition d_a_obj_mato.h:20
u8 is_hit
Definition d_a_obj_mato.h:22
void(daObjMATO_c::* prev_action)(int)
Definition d_a_obj_mato.h:18
int mode
Definition d_a_obj_mato.h:19
csXyz rot
Definition d_a_obj_mato.h:16
J3DModel * model
Definition d_a_obj_mato.h:11
cXyz pos
Definition d_a_obj_mato.h:14
dCcD_Cyl ccCyl
Definition d_a_obj_mato.h:13
u8 type
Definition d_a_obj_mato.h:21
cXyz scale
Definition d_a_obj_mato.h:15
u8 timer
Definition d_a_obj_mato.h:23
Definition c_xyz.h:7
Definition d_path.h:18
Definition c_phase.h:17