Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
Loading...
Searching...
No Matches
d_a_tag_schedule.h
Go to the documentation of this file.
1#ifndef D_A_TAG_SCHEDULE_H
2#define D_A_TAG_SCHEDULE_H
3
5
6class daTagSchedule_c : public fopAc_ac_c {
7public:
8 int create() {
9 fopAcM_ct(this, daTagSchedule_c);
10 return cPhs_COMPLEATE_e;
11 }
12
13 int getSeqNum() { return (fopAcM_GetParam(this) >> 6) & 0x3f; }
14 u8 getStartTime() { return (fopAcM_GetParam(this) >> 12) & 0xff; }
15 u8 getStartEnd() { return (fopAcM_GetParam(this) >> 20) & 0xff; }
16 int getGroupID() { return fopAcM_GetParam(this) & 0x3f; }
17 int getWeekNum() { return mWeekNum; }
18#if PLATFORM_SHIELD
19 void setWeekNum(u32 weekNum) { mWeekNum = weekNum % 7; }
20#else
21 void setWeekNum(int weekNum) { mWeekNum = weekNum % (u32)7; }
22#endif
23 u8 getPathID() { return shape_angle.x & 0xff; }
24 int getFlowNodeNum() { return shape_angle.z; }
25
26 /* 0x568 */ int mWeekNum;
27};
28
29#endif /* D_A_TAG_SCHEDULE_H */
@ cPhs_COMPLEATE_e
Definition c_phase.h:13
Definition d_a_tag_schedule.h:6
u8 getStartTime()
Definition d_a_tag_schedule.h:14
int getGroupID()
Definition d_a_tag_schedule.h:16
int getWeekNum()
Definition d_a_tag_schedule.h:17
u8 getStartEnd()
Definition d_a_tag_schedule.h:15
u8 getPathID()
Definition d_a_tag_schedule.h:23
int getFlowNodeNum()
Definition d_a_tag_schedule.h:24
int mWeekNum
Definition d_a_tag_schedule.h:26
int getSeqNum()
Definition d_a_tag_schedule.h:13
int create()
Definition d_a_tag_schedule.h:8
void setWeekNum(int weekNum)
Definition d_a_tag_schedule.h:21
void setWeekNum(u32 weekNum)
Definition d_a_tag_schedule.h:19
Definition f_op_actor.h:230
csXyz shape_angle
Definition f_op_actor.h:252
unsigned long u32
Definition types.h:12
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 z
Definition c_sxyz.h:7