Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_swturn.h
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1#ifndef D_A_OBJ_SWTURN_H
2#define D_A_OBJ_SWTURN_H
3
5
14class daObjSwTurn_c : public fopAc_ac_c {
15public:
16 /* 80D00CD8 */ void initBaseMtx();
17 /* 80D00D14 */ void setBaseMtx();
18 /* 80D00D78 */ void Create();
19 /* 80D00EE4 */ void CreateHeap();
20 /* 80D00F64 */ void create1st();
21 /* 80D01074 */ void Execute(f32 (**)[3][4]);
22 /* 80D010D4 */ void mode_proc_call();
23 /* 80D01160 */ void init_modeWait();
24 /* 80D01198 */ void modeWait();
25 /* 80D01770 */ void init_modeRotate();
26 /* 80D018B4 */ void modeRotate();
27 /* 80D01958 */ void rotate_sub_0();
28 /* 80D01B60 */ void rotate_sub_1();
29 /* 80D01EB0 */ void Draw();
30 /* 80D01F58 */ void Delete();
31
32private:
33 /* 0x568 */ u8 field_0x568[0x5e0 - 0x568];
34};
35
36STATIC_ASSERT(sizeof(daObjSwTurn_c) == 0x5e0);
37
38
39#endif /* D_A_OBJ_SWTURN_H */
Arbiter's Ground Turn Switch.
Definition d_a_obj_swturn.h:14
u8 field_0x568[0x5e0 - 0x568]
Definition d_a_obj_swturn.h:33
void init_modeRotate()
Definition d_a_obj_swturn.cpp:298
void modeWait()
Definition d_a_obj_swturn.cpp:284
void Execute(f32(**)[3][4])
Definition d_a_obj_swturn.cpp:209
void modeRotate()
Definition d_a_obj_swturn.cpp:303
void Create()
Definition d_a_obj_swturn.cpp:161
void mode_proc_call()
Definition d_a_obj_swturn.cpp:245
void create1st()
Definition d_a_obj_swturn.cpp:203
void Delete()
Definition d_a_obj_swturn.cpp:339
void rotate_sub_1()
Definition d_a_obj_swturn.cpp:329
void rotate_sub_0()
Definition d_a_obj_swturn.cpp:316
void setBaseMtx()
Definition d_a_obj_swturn.cpp:156
void init_modeWait()
Definition d_a_obj_swturn.cpp:250
void CreateHeap()
Definition d_a_obj_swturn.cpp:198
void initBaseMtx()
Definition d_a_obj_swturn.cpp:151
void Draw()
Definition d_a_obj_swturn.cpp:334
STATIC_ASSERT(sizeof(daObjSwTurn_c)==0x5e0)
Definition d_a_ep.cpp:19
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8