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 int CreateHeap();
19 int Create();
20 int Execute(Mtx**);
21 int Draw();
22 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 J3DModel.h:43
Definition d_bg_s_movebg_actor.h:11
Definition d_msg_flow.h:49
Table.
Definition d_a_obj_table.h:16
void setBaseMtx()
Definition d_a_obj_table.cpp:23
int create()
Definition d_a_obj_table.cpp:30
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:18
int Create()
Definition d_a_obj_table.cpp:75
int Draw()
Definition d_a_obj_table.cpp:170
dMsgFlow_c mMsgFlow
Definition d_a_obj_table.h:33
int Delete()
Definition d_a_obj_table.cpp:185
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:65
STATIC_ASSERT(sizeof(daObjTable_c)==0x600)
f32 Mtx[3][4]
Definition mtx.h:25
unsigned long u32
Definition types.h:12
signed short int s16
Definition types.h:9
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:196
Definition c_phase.h:17