Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_nameplate.h
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1#ifndef D_A_OBJ_NAMEPLATE_H
2#define D_A_OBJ_NAMEPLATE_H
3
5#include "d/d_cc_d.h"
6
16public:
17 /* 80594098 */ void create_init();
18 /* 8059415C */ void initBaseMtx();
19 /* 8059417C */ void setBaseMtx();
20 /* 80594248 */ void initCcSphere();
21 /* 805942B8 */ void setCcSphere();
22 /* 8059434C */ void calcAngle();
23 /* 805945CC */ void calcSpring();
24 /* 80594754 */ void checkHitAngle();
25 /* 805947F8 */ void messageProc();
26
27 static u8 const M_attr[32];
28
29private:
30 /* 0x568 */ u8 field_0x568[0x780 - 0x568];
31};
32
34
35struct daObj {
36public:
37 /* 80037900 */ void HitSeStart(cXyz const*, int, dCcD_GObjInf const*, u32);
38};
39
40
41#endif /* D_A_OBJ_NAMEPLATE_H */
Ordon Village Nameplate.
Definition d_a_obj_nameplate.h:15
void initCcSphere()
Definition d_a_obj_nameplate.cpp:189
void setCcSphere()
Definition d_a_obj_nameplate.cpp:209
void calcAngle()
Definition d_a_obj_nameplate.cpp:226
void initBaseMtx()
Definition d_a_obj_nameplate.cpp:164
u8 field_0x568[0x780 - 0x568]
Definition d_a_obj_nameplate.h:30
void create_init()
Definition d_a_obj_nameplate.cpp:158
void calcSpring()
Definition d_a_obj_nameplate.cpp:238
void messageProc()
Definition d_a_obj_nameplate.cpp:250
void checkHitAngle()
Definition d_a_obj_nameplate.cpp:244
static u8 const M_attr[32]
Definition d_a_obj_nameplate.h:94
void setBaseMtx()
Definition d_a_obj_nameplate.cpp:169
STATIC_ASSERT(sizeof(daObjNameplate_c)==0x780)
Definition d_a_obj.cpp:12
Definition d_a_hozelda.cpp:20
Definition d_a_npc_fguard.cpp:81
void HitSeStart(cXyz const *, int, dCcD_GObjInf const *, u32)
Definition d_a_ep.cpp:19
unsigned long u32
Definition types.h:10
unsigned char u8
Definition types.h:8