Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_tag_gra.h
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1#ifndef D_A_TAG_GRA_H
2#define D_A_TAG_GRA_H
3
4#include "d/d_com_inf_game.h"
5
6class daTagGra_c : public fopAc_ac_c {
7public:
9 return (fopAcM_GetParam(this) >> 8) & 0xFF;
10 }
11
13 return (fopAcM_GetParam(this) >> 16) & 0xFF;
14 }
15
17 return fopAcM_GetParam(this) & 0xFF;
18 }
19
21 return home.pos;
22 }
23
25 return home.angle;
26 }
27
29 return scale.x * 100.0f;
30 }
31
33 return scale.y * 100.0f;
34 }
35
36 int create() {
37 fopAcM_ct(this, daTagGra_c);
38
39 if (getMode() == 2) {
41 return cPhs_ERROR_e;
42 }
43 }
44 return cPhs_COMPLEATE_e;
45 }
46};
47
48#endif /* D_A_TAG_GRA_H */
@ cPhs_COMPLEATE_e
Definition c_phase.h:13
@ cPhs_ERROR_e
Definition c_phase.h:14
Definition c_sxyz.h:10
Definition d_a_tag_gra.h:6
int create()
Definition d_a_tag_gra.h:36
cXyz getGraPos()
Definition d_a_tag_gra.h:20
s16 getSwBit()
Definition d_a_tag_gra.h:12
f32 getGraExtent()
Definition d_a_tag_gra.h:28
csXyz getGraAngle()
Definition d_a_tag_gra.h:24
s16 getMode()
Definition d_a_tag_gra.h:8
s16 getGraNo()
Definition d_a_tag_gra.h:16
f32 getGraHeight()
Definition d_a_tag_gra.h:32
Definition f_op_actor.h:230
actor_place home
Definition f_op_actor.h:249
cXyz scale
Definition f_op_actor.h:253
BOOL dComIfGs_isSwitch(int i_no, int i_roomNo)
Definition d_com_inf_game.h:1300
signed short int s16
Definition types.h:9
float f32
Definition types.h:25
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:192
s8 fopAcM_GetRoomNo(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:144
f32 x
Definition mtx.h:14
f32 y
Definition mtx.h:14
csXyz angle
Definition f_op_actor.h:206
cXyz pos
Definition f_op_actor.h:205
Definition c_xyz.h:7