Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_scene_exit.h
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1#ifndef D_A_SCENE_EXIT_H
2#define D_A_SCENE_EXIT_H
3
5
14class daScex_c : public fopAc_ac_c {
15public:
17 /* 80485838 */ int checkWork();
18 /* 80485A50 */ int execute();
19
20 u8 getArg1() { return (fopAcM_GetParam(this) >> 8) & 0xFF; }
21 u8 getArg0() { return fopAcM_GetParam(this); }
22 u32 getSwNo() { return fopAcM_GetParam(this) >> 0x18; }
23 u16 getOffEventBit() { return home.angle.z & 0xFFF; }
24 u16 getOnEventBit() { return home.angle.x & 0xFFF; }
25 u8 getPathID() { return (fopAcM_GetParam(this) >> 0x10) & 0xFF; }
27
28 /* 0x568 */ Mtx mMatrix;
29 /* 0x598 */ u8 field_0x598;
30 /* 0x599 */ bool mSceneChangeOK;
31};
32
33#endif /* D_A_SCENE_EXIT_H */
Scene Exit.
Definition d_a_scene_exit.h:14
u16 getOnEventBit()
Definition d_a_scene_exit.h:24
Mtx mMatrix
Definition d_a_scene_exit.h:28
int execute()
Definition d_a_scene_exit.cpp:126
u8 field_0x598
Definition d_a_scene_exit.h:29
u16 getOffEventBit()
Definition d_a_scene_exit.h:23
u8 getArg0()
Definition d_a_scene_exit.h:21
bool mSceneChangeOK
Definition d_a_scene_exit.h:30
u8 getArg1()
Definition d_a_scene_exit.h:20
u32 getSwNo()
Definition d_a_scene_exit.h:22
int checkWork()
Definition d_a_scene_exit.cpp:41
daScex_c()
Definition d_a_scene_exit.h:16
u8 getPathID()
Definition d_a_scene_exit.h:25
void setSceneChangeOK()
Definition d_a_scene_exit.h:26
u32 fopAcM_GetParam(const void *pActor)
Definition f_op_actor_mng.h:224
f32 Mtx[3][4]
Definition mtx.h:15
s16 x
Definition vec.h:19
s16 z
Definition vec.h:19
csXyz angle
Definition f_op_actor.h:171
Definition d_a_ep.cpp:19
actor_place home
Definition f_op_actor.h:213
unsigned long u32
Definition types.h:10
unsigned short u16
Definition types.h:9
unsigned char u8
Definition types.h:8