Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_prop.h
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1#ifndef D_A_OBJ_PROP_H
2#define D_A_OBJ_PROP_H
3
4#include "d/d_com_inf_game.h"
5
15public:
16 /* 80CB51F8 */ daObjProp_c();
17 /* 80CB5234 */ virtual ~daObjProp_c();
18 /* 80CB52B4 */ bool createHeap();
19 /* 80CB5334 */ int create();
20 /* 80CB5408 */ int Delete();
21 /* 80CB543C */ int draw();
22 /* 80CB54A0 */ int execute();
23 /* 80CB54E4 */ void init();
24 /* 80CB54F4 */ void setModelMtx();
25
26 u32 getNameArg_0() { return fopAcM_GetParamBit(this, 0, 4); }
27 u32 getArg_0() { return fopAcM_GetParamBit(this, 4, 4); }
28
29private:
30 /* 0x574 */ J3DModel* mpModel;
31 /* 0x578 */ u8 mArg;
32};
33
34STATIC_ASSERT(sizeof(daObjProp_c) == 0x57C);
35
36#endif /* D_A_OBJ_PROP_H */
City in the Sky Propeller?
Definition d_a_obj_prop.h:14
void setModelMtx()
Definition d_a_obj_prop.cpp:84
daObjProp_c()
Definition d_a_obj_prop.cpp:18
u8 mArg
Definition d_a_obj_prop.h:31
int execute()
Definition d_a_obj_prop.cpp:72
u32 getNameArg_0()
Definition d_a_obj_prop.h:26
int create()
Definition d_a_obj_prop.cpp:37
int draw()
Definition d_a_obj_prop.cpp:62
int Delete()
Definition d_a_obj_prop.cpp:56
u32 getArg_0()
Definition d_a_obj_prop.h:27
bool createHeap()
Definition d_a_obj_prop.cpp:28
J3DModel * mpModel
Definition d_a_obj_prop.h:30
void init()
Definition d_a_obj_prop.cpp:79
virtual ~daObjProp_c()
Definition d_a_obj_prop.cpp:21
STATIC_ASSERT(sizeof(daObjProp_c)==0x57C)
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:228
Definition d_a_ep.cpp:155
Definition d_a_ep.cpp:19
Definition d_a_hozelda.cpp:14
unsigned long u32
Definition types.h:10
unsigned char u8
Definition types.h:8