Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_tag_hstop.h
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1#ifndef D_A_TAG_HSTOP_H
2#define D_A_TAG_HSTOP_H
3
4#include "f_op/f_op_actor.h"
5#include "d/d_msg_flow.h"
6
7class daTagHstop_c : public fopAc_ac_c {
8public:
9 /* 805A43EC */ int create();
10 /* 805A45F8 */ ~daTagHstop_c();
11 /* 805A46B8 */ void setActive();
12 /* 805A475C */ int execute();
13
14 static daTagHstop_c* getTop() { return m_top; }
15
16 daTagHstop_c* getNext() { return mNext; }
17 bool getActiveFlg() const { return mActive; }
18
21
22 /* 0x568 */ daTagHstop_c* mNext;
23 /* 0x568 */ daTagHstop_c* mPrev;
24 /* 0x570 */ u8 mPrm0;
25 /* 0x571 */ bool mActive;
26 /* 0x572 */ u8 mPrm1;
27 /* 0x573 */ u8 field_0x573;
28 /* 0x574 */ int field_0x574;
29};
30
31#endif /* D_A_TAG_HSTOP_H */
Definition d_a_tag_hstop.h:7
static daTagHstop_c * m_top
Definition d_a_tag_hstop.h:19
static dMsgFlow_c m_msgFlow
Definition d_a_tag_hstop.h:20
u8 mPrm1
Definition d_a_tag_hstop.h:26
void setActive()
Definition d_a_tag_hstop.cpp:94
daTagHstop_c * mPrev
Definition d_a_tag_hstop.h:23
int create()
Definition d_a_tag_hstop.cpp:13
int execute()
Definition d_a_tag_hstop.cpp:109
bool mActive
Definition d_a_tag_hstop.h:25
daTagHstop_c * getNext()
Definition d_a_tag_hstop.h:16
bool getActiveFlg() const
Definition d_a_tag_hstop.h:17
int field_0x574
Definition d_a_tag_hstop.h:28
u8 field_0x573
Definition d_a_tag_hstop.h:27
~daTagHstop_c()
Definition d_a_tag_hstop.cpp:72
static daTagHstop_c * getTop()
Definition d_a_tag_hstop.h:14
daTagHstop_c * mNext
Definition d_a_tag_hstop.h:22
u8 mPrm0
Definition d_a_tag_hstop.h:24
Definition d_a_obj_sekizoa.cpp:318
Definition d_a_ep.cpp:19
unsigned char u8
Definition types.h:8