Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_sword.h
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1#ifndef D_A_OBJ_SWORD_H
2#define D_A_OBJ_SWORD_H
3
5
14class daObjSword_c : public daItemBase_c {
15public:
16 typedef int (daObjSword_c::*actionFunc)();
17
18 void initBaseMtx();
19 void setBaseMtx();
20 int Create();
22 int actionWait();
25 int actionGetDemo();
26 int execute();
27 int draw();
28 int _delete();
29
30 u8 getItemBit() { return fopAcM_GetParamBit(this, 0, 8); }
31 u8 getSwbit() { return fopAcM_GetParamBit(this, 8, 8); }
33
34private:
35 /* 0x92c */ u32 field_0x92c;
36 /* 0x930 */ fpc_ProcID mProcID;
37 /* 0x934 */ u8 mStatus;
38};
39
40STATIC_ASSERT(sizeof(daObjSword_c) == 0x938);
41
42#endif /* D_A_OBJ_SWORD_H */
int cPhs_Step
Definition c_phase.h:8
Definition d_a_itembase.h:31
Ordon Sword.
Definition d_a_obj_sword.h:14
u8 getItemBit()
Definition d_a_obj_sword.h:30
u8 getSwbit()
Definition d_a_obj_sword.h:31
int draw()
Definition d_a_obj_sword.cpp:114
fpc_ProcID mProcID
Definition d_a_obj_sword.h:36
void setStatus(u8 status)
Definition d_a_obj_sword.h:32
int Create()
Definition d_a_obj_sword.cpp:26
void initBaseMtx()
Definition d_a_obj_sword.cpp:15
int actionOrderGetDemo()
Definition d_a_obj_sword.cpp:80
cPhs_Step create()
Definition d_a_obj_sword.cpp:37
void setBaseMtx()
Definition d_a_obj_sword.cpp:20
int _delete()
Definition d_a_obj_sword.cpp:122
int initActionOrderGetDemo()
Definition d_a_obj_sword.cpp:70
int actionGetDemo()
Definition d_a_obj_sword.cpp:93
u32 field_0x92c
Definition d_a_obj_sword.h:35
int execute()
Definition d_a_obj_sword.cpp:103
int(daObjSword_c::*) actionFunc()
Definition d_a_obj_sword.h:16
u8 mStatus
Definition d_a_obj_sword.h:37
int actionWait()
Definition d_a_obj_sword.cpp:56
STATIC_ASSERT(sizeof(daObjSword_c)==0x938)
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:208
unsigned int fpc_ProcID
Definition f_pc_base.h:10
static u32 status
Definition fstload.c:9
unsigned long u32
Definition types.h:12
unsigned char u8
Definition types.h:8