Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_tobyhouse.h
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1#ifndef D_A_OBJ_TOBYHOUSE_H
2#define D_A_OBJ_TOBYHOUSE_H
3
5
15public:
16 /* 80D15F0C */ void initBaseMtx();
17 /* 80D15F48 */ void setBaseMtx();
18 /* 80D15FE0 */ void Create();
19 /* 80D161A4 */ void CreateHeap();
20 /* 80D163F0 */ void create1st();
21 /* 80D164C0 */ void Execute(f32 (**)[3][4]);
22 /* 80D16560 */ void action();
23 /* 80D1661C */ void actionWait();
24 /* 80D166E0 */ void actionOrderEvent();
25 /* 80D167BC */ void actionEvent();
26 /* 80D16860 */ void actionDead();
27 /* 80D16864 */ void demoProc();
28 /* 80D171C0 */ void sceneChange();
29 /* 80D17230 */ void Draw();
30 /* 80D17374 */ void checkLODModel();
31 /* 80D174F8 */ void Delete();
32
33private:
34 /* 0x568 */ u8 field_0x568[0x600 - 0x568];
35};
36
38
39
40#endif /* D_A_OBJ_TOBYHOUSE_H */
Fyer's House.
Definition d_a_obj_tobyhouse.h:14
void actionWait()
Definition d_a_obj_tobyhouse.cpp:553
void actionEvent()
Definition d_a_obj_tobyhouse.cpp:564
void Execute(f32(**)[3][4])
Definition d_a_obj_tobyhouse.cpp:450
void Create()
Definition d_a_obj_tobyhouse.cpp:290
void action()
Definition d_a_obj_tobyhouse.cpp:548
void actionDead()
Definition d_a_obj_tobyhouse.cpp:569
void sceneChange()
Definition d_a_obj_tobyhouse.cpp:627
void demoProc()
Definition d_a_obj_tobyhouse.cpp:621
void create1st()
Definition d_a_obj_tobyhouse.cpp:440
u8 field_0x568[0x600 - 0x568]
Definition d_a_obj_tobyhouse.h:34
void Draw()
Definition d_a_obj_tobyhouse.cpp:632
void Delete()
Definition d_a_obj_tobyhouse.cpp:667
void actionOrderEvent()
Definition d_a_obj_tobyhouse.cpp:558
void CreateHeap()
Definition d_a_obj_tobyhouse.cpp:429
void initBaseMtx()
Definition d_a_obj_tobyhouse.cpp:226
void checkLODModel()
Definition d_a_obj_tobyhouse.cpp:662
void setBaseMtx()
Definition d_a_obj_tobyhouse.cpp:231
STATIC_ASSERT(sizeof(daObjTobyHouse_c)==0x600)
Definition d_a_ep.cpp:19
float f32
Definition types.h:22
unsigned char u8
Definition types.h:8