Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_obj_wood_statue.h
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1#ifndef D_A_OBJ_WOOD_STATUE_H
2#define D_A_OBJ_WOOD_STATUE_H
3
5#include "d/d_particle.h"
7
17public:
18 typedef int (daObjWStatue_c::*demoFunc)();
19
27
28 void initBaseMtx();
29 void setBaseMtx();
30 int Create();
31 int __CreateHeap();
32 int create();
33 void bg_check();
34 int actionWaitInit();
35 int actionWait();
38 int actionGetDemo();
40 int actionSwOnWait();
43 void demoProc();
44 void effectSet();
45 void effectStop();
46 int execute();
47 int draw();
48 void setListStart();
49 int _delete();
50
51 bool chkStatus(u8 status) { return mStatus == status; }
53 u8 getSwbit2() { return fopAcM_GetParamBit(this, 8, 8); }
54
55private:
56 /* 0x92C */ fpc_ProcID mItemId;
57 /* 0x930 */ int field_0x930;
58 /* 0x934 */ int mStaffIdx;
59 /* 0x938 */ u8 mStatus;
61 /* 0x93A */ u8 field_0x93a;
62 /* 0x93B */ u8 mRespawnTimer;
63 /* 0x93C */ cXyz field_0x93c;
64 /* 0x948 */ s16 mEventIdx;
65 /* 0x94A */ s16 mBoundSETimer;
67};
68
69STATIC_ASSERT(sizeof(daObjWStatue_c) == 0x974);
70
71
72#endif /* D_A_OBJ_WOOD_STATUE_H */
Definition d_particle.h:139
Definition d_a_itembase.h:30
Wooden Statue.
Definition d_a_obj_wood_statue.h:16
int execute()
Definition d_a_obj_wood_statue.cpp:410
void effectSet()
Definition d_a_obj_wood_statue.cpp:396
void setStatus(u8 status)
Definition d_a_obj_wood_statue.h:52
void setBaseMtx()
Definition d_a_obj_wood_statue.cpp:103
void effectStop()
Definition d_a_obj_wood_statue.cpp:405
int actionWaitInit()
Definition d_a_obj_wood_statue.cpp:200
void initBaseMtx()
Definition d_a_obj_wood_statue.cpp:98
int(daObjWStatue_c::*) demoFunc()
Definition d_a_obj_wood_statue.h:18
fpc_ProcID mItemId
Definition d_a_obj_wood_statue.h:56
int initActionOrderGetDemo()
Definition d_a_obj_wood_statue.cpp:237
int actionInitSwOnWait()
Definition d_a_obj_wood_statue.cpp:268
void setListStart()
Definition d_a_obj_wood_statue.cpp:436
int draw()
Definition d_a_obj_wood_statue.cpp:428
cXyz field_0x93c
Definition d_a_obj_wood_statue.h:63
int actionGetDemo()
Definition d_a_obj_wood_statue.cpp:259
u8 mShouldBoundSEPlay
Definition d_a_obj_wood_statue.h:60
void demoProc()
Definition d_a_obj_wood_statue.cpp:339
u8 field_0x93a
Definition d_a_obj_wood_statue.h:61
void bg_check()
Definition d_a_obj_wood_statue.cpp:170
s16 mEventIdx
Definition d_a_obj_wood_statue.h:64
int field_0x930
Definition d_a_obj_wood_statue.h:57
u8 mRespawnTimer
Definition d_a_obj_wood_statue.h:62
int actionInitBoomerangCarry()
Definition d_a_obj_wood_statue.cpp:314
int actionOrderGetDemo()
Definition d_a_obj_wood_statue.cpp:251
int __CreateHeap()
Definition d_a_obj_wood_statue.cpp:141
int mStaffIdx
Definition d_a_obj_wood_statue.h:58
int _delete()
Definition d_a_obj_wood_statue.cpp:438
s16 mBoundSETimer
Definition d_a_obj_wood_statue.h:65
u8 getSwbit2()
Definition d_a_obj_wood_statue.h:53
int actionSwOnWait()
Definition d_a_obj_wood_statue.cpp:277
Status
Definition d_a_obj_wood_statue.h:20
@ STATUS_SW_ON_WAIT
Definition d_a_obj_wood_statue.h:24
@ STATUS_ORDER_GET_DEMO
Definition d_a_obj_wood_statue.h:22
@ STATUS_BOOMERANG_CARRY
Definition d_a_obj_wood_statue.h:25
@ STATUS_WAIT
Definition d_a_obj_wood_statue.h:21
@ STATUS_GET_DEMO
Definition d_a_obj_wood_statue.h:23
int create()
Definition d_a_obj_wood_statue.cpp:145
dPa_followEcallBack mCallbacks[2]
Definition d_a_obj_wood_statue.h:66
u8 mStatus
Definition d_a_obj_wood_statue.h:59
int actionBoomerangCarry()
Definition d_a_obj_wood_statue.cpp:326
int Create()
Definition d_a_obj_wood_statue.cpp:109
int actionWait()
Definition d_a_obj_wood_statue.cpp:209
bool chkStatus(u8 status)
Definition d_a_obj_wood_statue.h:51
STATIC_ASSERT(sizeof(daObjWStatue_c)==0x974)
signed short int s16
Definition types.h:9
unsigned char u8
Definition types.h:8
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:196
unsigned int fpc_ProcID
Definition f_pc_base.h:10
static u32 status
Definition fstload.c:9
Definition c_xyz.h:7