Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_pdoor.h
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1#ifndef D_A_OBJ_PDOOR_H
2#define D_A_OBJ_PDOOR_H
3
5
14class daObjPDoor_c : public fopAc_ac_c {
15public:
16 /* 80CA9F9C */ void initBaseMtx();
17 /* 80CA9FD8 */ void setBaseMtx();
18 /* 80CAA03C */ void Create();
19 /* 80CAA14C */ void CreateHeap();
20 /* 80CAA1BC */ void create1st();
21 /* 80CAA23C */ void Execute(f32 (**)[3][4]);
22 /* 80CAA290 */ void mode_proc_call();
23 /* 80CAA31C */ void init_modeWait();
24 /* 80CAA354 */ void modeWait();
25 /* 80CAA698 */ void init_modeRotate();
26 /* 80CAA6B4 */ void modeRotate();
27 /* 80CAA968 */ void Draw();
28 /* 80CAAA0C */ void Delete();
29
30private:
31 /* 0x568 */ u8 field_0x568[0x5c4 - 0x568];
32};
33
34STATIC_ASSERT(sizeof(daObjPDoor_c) == 0x5c4);
35
36
37#endif /* D_A_OBJ_PDOOR_H */
Push Door.
Definition d_a_obj_pdoor.h:14
void modeWait()
Definition d_a_obj_pdoor.cpp:217
void modeRotate()
Definition d_a_obj_pdoor.cpp:257
void mode_proc_call()
Definition d_a_obj_pdoor.cpp:196
void setBaseMtx()
Definition d_a_obj_pdoor.cpp:106
u8 field_0x568[0x5c4 - 0x568]
Definition d_a_obj_pdoor.h:31
void Draw()
Definition d_a_obj_pdoor.cpp:262
void init_modeRotate()
Definition d_a_obj_pdoor.cpp:223
void Delete()
Definition d_a_obj_pdoor.cpp:267
void initBaseMtx()
Definition d_a_obj_pdoor.cpp:101
void Execute(f32(**)[3][4])
Definition d_a_obj_pdoor.cpp:161
void Create()
Definition d_a_obj_pdoor.cpp:145
void CreateHeap()
Definition d_a_obj_pdoor.cpp:150
void init_modeWait()
Definition d_a_obj_pdoor.cpp:201
void create1st()
Definition d_a_obj_pdoor.cpp:155
STATIC_ASSERT(sizeof(daObjPDoor_c)==0x5c4)
Definition d_a_ep.cpp:19
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8