1#ifndef D_A_TAG_THEB_HINT_H
2#define D_A_TAG_THEB_HINT_H
T cLib_calcTimer(T *value)
Definition c_lib.h:74
@ cPhs_COMPLEATE_e
Definition c_phase.h:13
Telma B.
Definition d_a_npc_theB.h:14
void ctrlJoint(J3DJoint *, J3DModel *)
void setHintEvent(s32, u16, int)
void setExpressionBtp(int)
void ctrlJointCallBack(J3DJoint *, int)
void EvCut_CoachGuardGameOver(int)
void EvCut_PersonalCombatIntro(int)
bool setMotionAnm(int, f32)
void setMotion(int, f32, int)
void createHeapCallBack(fopAc_ac_c *)
void EvCut_PersonalCombatRevenge(int)
void setExpression(int, f32)
void EvCut_PersonalCombatAfter()
static u8 mEvtSeqList[72]
Definition d_a_npc_theB.h:382
void setExpressionAnm(int, bool)
void EvCut_AnnulationFieldRace(int)
Definition d_a_tag_theB_hint.h:51
u16 getLinkID()
Definition d_a_tag_theB_hint.h:62
f32 field_0x568
Definition d_a_tag_theB_hint.h:99
int create()
Definition d_a_tag_theB_hint.h:70
s8 getRoomNo()
Definition d_a_tag_theB_hint.h:66
u8 getSwitchNo()
Definition d_a_tag_theB_hint.h:54
int execute()
Definition d_a_tag_theB_hint.h:76
u16 getMessageNo()
Definition d_a_tag_theB_hint.h:58
@ PROC_NPC_THEB
Definition d_procname.h:92
void fopAcM_delete(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.cpp:139
u32 fopAcM_GetParam(const void *pActor)
Definition f_op_actor_mng.h:224
BOOL fopAcM_isSwitch(const fopAc_ac_c *pActor, int sw)
Definition f_op_actor_mng.h:433
f32 fopAcM_searchPlayerDistanceXZ2(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:690
s8 fopAcM_GetRoomNo(const fopAc_ac_c *pActor)
Definition f_op_actor_mng.h:180
base_process_class * fpcM_SearchByName(s16 name)
Definition f_pc_manager.h:78
double pow(double, double)
Definition w_pow.c:4
Definition d_a_hozelda.cpp:239
Definition d_a_ep.cpp:155
csXyz shape_angle
Definition f_op_actor.h:216
cXyz scale
Definition f_op_actor.h:217
signed char s8
Definition types.h:4
float f32
Definition types.h:22
unsigned short u16
Definition types.h:9
signed long s32
Definition types.h:6
unsigned char u8
Definition types.h:8