Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_tag_lv6CstaSw.h
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1#ifndef D_A_TAG_LV6CSTASW_H
2#define D_A_TAG_LV6CSTASW_H
3
4#include "d/d_com_inf_game.h"
5#include "m_Do/m_Do_hostIO.h"
6
7class daLv6CstaSw_c : public fopAc_ac_c {
8public:
9 /* 80D5B358 */ void setBaseMtx();
10 /* 80D5B3B0 */ int create();
11 /* 80D5B410 */ static fopAc_ac_c* searchSekizoAct(void*, void*);
12 /* 80D5B460 */ bool areaCheck();
13 /* 80D5B600 */ int Execute();
14 /* 80D5B6B0 */ int Draw();
15 /* 80D5B6B8 */ int Delete();
16
17 u8 getSw() { return fopAcM_GetParamBit(this, 0, 8); }
18
19private:
20 /* 0x568 */ u8 mSwitch;
21 /* 0x569 */ u8 unused[0x570 - 0x569];
22};
23
25public:
26 /* 80D5B2EC */ daLv6CstaSw_HIO_c();
27 /* 80D5B740 */ virtual ~daLv6CstaSw_HIO_c();
28
30};
31
32#endif /* D_A_TAG_LV6CSTASW_H */
Definition d_a_tag_lv6CstaSw.h:24
daLv6CstaSw_HIO_c()
Definition d_a_tag_lv6CstaSw.cpp:10
virtual ~daLv6CstaSw_HIO_c()
Definition d_a_tag_lv6CstaSw.cpp:102
u8 unk_0x4
Definition d_a_tag_lv6CstaSw.h:29
Definition d_a_tag_lv6CstaSw.h:7
u8 mSwitch
Definition d_a_tag_lv6CstaSw.h:20
void setBaseMtx()
Definition d_a_tag_lv6CstaSw.cpp:15
int Execute()
Definition d_a_tag_lv6CstaSw.cpp:55
u8 unused[0x570 - 0x569]
Definition d_a_tag_lv6CstaSw.h:21
int create()
Definition d_a_tag_lv6CstaSw.cpp:21
static fopAc_ac_c * searchSekizoAct(void *, void *)
Definition d_a_tag_lv6CstaSw.cpp:29
int Delete()
Definition d_a_tag_lv6CstaSw.cpp:75
bool areaCheck()
Definition d_a_tag_lv6CstaSw.cpp:38
u8 getSw()
Definition d_a_tag_lv6CstaSw.h:17
int Draw()
Definition d_a_tag_lv6CstaSw.cpp:70
Definition m_Do_hostIO.h:5
u32 fopAcM_GetParamBit(void *ac, u8 shift, u8 bit)
Definition f_op_actor_mng.h:228
Definition d_a_ep.cpp:19
unsigned char u8
Definition types.h:8