Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_roten.h
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1#ifndef D_A_OBJ_ROTEN_H
2#define D_A_OBJ_ROTEN_H
3
6
16public:
17 /* 80CC0B58 */ void initBaseMtx();
18 /* 80CC0B94 */ void setBaseMtx();
19 /* 80CC0C20 */ int Create();
20 /* 80CC0EC4 */ int CreateHeap();
21 /* 80CC0F40 */ int create();
22 /* 80CC1038 */ int Execute(Mtx**);
23 /* 80CC1138 */ int Draw();
24 /* 80CC1254 */ int Delete();
25 /* 80CC12E4 */ char* getResName();
26 /* 80CC1388 */ virtual ~daObj_Roten_c();
27
28private:
30 /* 0x5A8 */ J3DModel* mModel;
31 /* 0x5AC */ JPABaseEmitter* mEmitters[2];
33 /* 0x5B8 */ cXyz mParticlePos;
34 /* 0x5C4 */ bool mWithinTime;
35};
36
37STATIC_ASSERT(sizeof(daObj_Roten_c) == 0x5c8);
38
39
40#endif /* D_A_OBJ_ROTEN_H */
Definition JPAEmitter.h:94
Definition d_bg_s_movebg_actor.h:10
Goron Child Stall.
Definition d_a_obj_roten.h:15
request_of_phase_process_class mPhase
Definition d_a_obj_roten.h:29
char * getResName()
Definition d_a_obj_roten.cpp:156
f32 mBossLightRefDist
Definition d_a_obj_roten.h:32
void initBaseMtx()
Definition d_a_obj_roten.cpp:11
J3DModel * mModel
Definition d_a_obj_roten.h:30
virtual ~daObj_Roten_c()
Definition d_a_obj_roten.cpp:186
int Draw()
Definition d_a_obj_roten.cpp:124
cXyz mParticlePos
Definition d_a_obj_roten.h:33
int CreateHeap()
Definition d_a_obj_roten.cpp:79
bool mWithinTime
Definition d_a_obj_roten.h:34
int Execute(Mtx **)
Definition d_a_obj_roten.cpp:110
int Delete()
Definition d_a_obj_roten.cpp:143
int create()
Definition d_a_obj_roten.cpp:91
int Create()
Definition d_a_obj_roten.cpp:26
JPABaseEmitter * mEmitters[2]
Definition d_a_obj_roten.h:31
void setBaseMtx()
Definition d_a_obj_roten.cpp:17
STATIC_ASSERT(sizeof(daObj_Roten_c)==0x5c8)
f32 Mtx[3][4]
Definition mtx.h:15
Definition d_a_ep.cpp:155
Definition d_a_hozelda.cpp:20
Definition d_a_hozelda.cpp:14
float f32
Definition types.h:22