Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_tag_push.h
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1#ifndef D_A_TAG_PUSH_H
2#define D_A_TAG_PUSH_H
3
4#include "d/actor/d_a_npc.h"
6
7class daTag_Push_c : public fopAc_ac_c {
8public:
9 static void* srchActor(void*, void*);
10 int create();
11 int Delete();
12 int Execute();
13 int Draw();
14 int isDelete();
16
18 u32 id = fopAcM_GetParam(this) >> 0x18;
19 if (id != 0xFF) {
20 return id;
21 }
22 return -1;
23 }
24
25 u8 getBitSW() { return fopAcM_GetParam(this) & 0xFF; }
26
27 u8 getBitSW2() { return (fopAcM_GetParam(this) >> 8) & 0xFF; }
28
30 if (home.angle.x != 0xFFFF) {
31 return (u16)home.angle.x;
32 }
33 return -1;
34 }
35
37 u16 rv = (fopAcM_GetParam(this) & 0xff0000) >> 16;
38 return (rv == 0xff) ? -1 : rv;
39 }
40
41 void pushBackPlayer(int param_1) {
42 if (getPlayerListNo() > -1) {
43 cXyz cStack_1c;
44 csXyz cStack_24;
46 &cStack_24) != 0)
47 {
48 daPy_getPlayerActorClass()->setPlayerPosAndAngle(&cStack_1c, cStack_24.y, 0);
49 if (param_1 != 0) {
51 dComIfGp_evmng_setGoal(&cStack_1c);
52 }
53 }
54 }
55 }
56
58
59 virtual ~daTag_Push_c() {}
60};
61
62STATIC_ASSERT(sizeof(daTag_Push_c) == 0x574);
63
64#endif /* D_A_TAG_PUSH_H */
Definition c_sxyz.h:10
Definition d_a_npc.h:30
void changeDemoMoveAngle(s16 i_angle)
Definition d_a_player.h:1125
virtual void setPlayerPosAndAngle(cXyz const *, short, int)
Definition d_a_player.h:806
Definition d_a_tag_push.h:7
static void * srchActor(void *, void *)
Definition d_a_tag_push.cpp:7
int create()
Definition d_a_tag_push.cpp:49
u32 getFlowNodeNo()
Definition d_a_tag_push.h:29
int isDelete()
Definition d_a_tag_push.cpp:113
int getPlayerListNo()
Definition d_a_tag_push.h:36
daNpcT_ActorMngr_c mActorMngr
Definition d_a_tag_push.h:57
int Delete()
Definition d_a_tag_push.cpp:61
virtual ~daTag_Push_c()
Definition d_a_tag_push.h:59
int Execute()
Definition d_a_tag_push.cpp:65
int chkPointInArea(cXyz)
Definition d_a_tag_push.cpp:123
u8 getBitSW()
Definition d_a_tag_push.h:25
u8 getBitSW2()
Definition d_a_tag_push.h:27
int Draw()
Definition d_a_tag_push.cpp:109
u32 getId()
Definition d_a_tag_push.h:17
void pushBackPlayer(int param_1)
Definition d_a_tag_push.h:41
Definition f_op_actor.h:230
actor_place home
Definition f_op_actor.h:249
actor_place current
Definition f_op_actor.h:251
BOOL daNpcT_getPlayerInfoFromPlayerList(int param_0, int i_roomNo, cXyz *o_spawnPos, csXyz *o_angle)
Definition d_a_npc.cpp:2755
static u16 const id[4]
Definition d_a_obj_smtile.cpp:242
daPy_py_c * daPy_getPlayerActorClass()
Definition d_a_player.h:1260
STATIC_ASSERT(sizeof(daTag_Push_c)==0x574)
void dComIfGp_evmng_setGoal(cXyz *i_pos)
Definition d_com_inf_game.h:3786
unsigned long u32
Definition types.h:12
unsigned short int u16
Definition types.h:10
unsigned char u8
Definition types.h:8
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:192
s16 x
Definition c_sxyz.h:7
s16 y
Definition c_sxyz.h:7
csXyz angle
Definition f_op_actor.h:206
s8 roomNo
Definition f_op_actor.h:207
Definition c_xyz.h:7