Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_table.h
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1#ifndef D_A_OBJ_TABLE_H
2#define D_A_OBJ_TABLE_H
3
5#include "d/d_msg_flow.h"
7
17public:
18 /* 80D06560 */ int CreateHeap();
19 /* 80D065D0 */ int Create();
20 /* 80D0695C */ int Execute(Mtx**);
21 /* 80D06AD8 */ int Draw();
22 /* 80D06BC8 */ int Delete();
23
24 inline void initBaseMtx();
25 inline void setBaseMtx();
26 inline int create();
27
28 s16 getMessageNo() { return (s16)fopAcM_GetParamBit(this, 0, 16); }
29
30private:
31 /* 0x5A0 */ J3DModel* mpModel;
33 /* 0x5AC */ dMsgFlow_c mMsgFlow;
34 /* 0x5F8 */ u32 mShadowKey;
35 /* 0x5FC */ s16 mEventID;
36};
37
38STATIC_ASSERT(sizeof(daObjTable_c) == 0x600);
39
40#endif /* D_A_OBJ_TABLE_H */
Definition d_bg_s_movebg_actor.h:10
Table.
Definition d_a_obj_table.h:16
void setBaseMtx()
Definition d_a_obj_table.cpp:22
int create()
Definition d_a_obj_table.cpp:29
s16 mEventID
Definition d_a_obj_table.h:35
J3DModel * mpModel
Definition d_a_obj_table.h:31
request_of_phase_process_class mPhaseReq
Definition d_a_obj_table.h:32
int Execute(Mtx **)
Definition d_a_obj_table.cpp:140
void initBaseMtx()
Definition d_a_obj_table.cpp:17
int Create()
Definition d_a_obj_table.cpp:84
int Draw()
Definition d_a_obj_table.cpp:171
dMsgFlow_c mMsgFlow
Definition d_a_obj_table.h:33
int Delete()
Definition d_a_obj_table.cpp:187
s16 getMessageNo()
Definition d_a_obj_table.h:28
u32 mShadowKey
Definition d_a_obj_table.h:34
int CreateHeap()
Definition d_a_obj_table.cpp:73
STATIC_ASSERT(sizeof(daObjTable_c)==0x600)
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:228
f32 Mtx[3][4]
Definition mtx.h:15
Definition d_a_ep.cpp:155
Definition d_a_obj_sekizoa.cpp:318
Definition d_a_hozelda.cpp:14
unsigned long u32
Definition types.h:10
signed short s16
Definition types.h:5