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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_ss_base.h
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1#ifndef A_OBJ_D_A_OBJ_SS_BASE_H
2#define A_OBJ_D_A_OBJ_SS_BASE_H
3
4#include "f_op/f_op_actor.h"
5
6class daObj_SSBase_c : public fopAc_ac_c {
7public:
8 /* 8015E3F8 */ daObj_SSBase_c();
9
10 /* 8015E450 */ virtual ~daObj_SSBase_c();
11 /* 8015E4C8 */ virtual void setSoldOut();
12 /* 8015E4B0 */ virtual u32 getProcessID();
13
14 void* getParentPtr() { return mpParentPtr; }
15 void setParentPtr(void* parentPtr) { mpParentPtr = parentPtr; }
17 void setFlowNodeNumber(u16 flowNodeNum) { mFlowNodeNum = flowNodeNum; }
19 void setValueNumber(u16 valueNum) { mValueNum = valueNum; }
20
21private:
22 /* 0x56C */ void* mpParentPtr;
23 /* 0x570 */ u16 field_0x570;
24 /* 0x572 */ u16 mFlowNodeNum;
25 /* 0x574 */ u16 mValueNum;
26};
27
28#endif /* A_OBJ_D_A_OBJ_SS_BASE_H */
Definition d_a_obj_ss_base.h:6
void * getParentPtr()
Definition d_a_obj_ss_base.h:14
virtual void setSoldOut()
Definition d_a_obj_ss_base.cpp:30
void setValueNumber(u16 valueNum)
Definition d_a_obj_ss_base.h:19
void setParentPtr(void *parentPtr)
Definition d_a_obj_ss_base.h:15
u16 field_0x570
Definition d_a_obj_ss_base.h:23
u16 getFlowNodeNumber()
Definition d_a_obj_ss_base.h:16
u16 mFlowNodeNum
Definition d_a_obj_ss_base.h:24
virtual ~daObj_SSBase_c()
Definition d_a_obj_ss_base.cpp:22
daObj_SSBase_c()
Definition d_a_obj_ss_base.cpp:14
void setFlowNodeNumber(u16 flowNodeNum)
Definition d_a_obj_ss_base.h:17
virtual u32 getProcessID()
Definition d_a_obj_ss_base.cpp:25
u16 getValueNumber()
Definition d_a_obj_ss_base.h:18
u16 mValueNum
Definition d_a_obj_ss_base.h:25
void * mpParentPtr
Definition d_a_obj_ss_base.h:22
Definition d_a_hozelda.cpp:74
unsigned long u32
Definition types.h:9
unsigned short int u16
Definition types.h:7