Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_a_tag_theB_hint.h
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1#ifndef D_A_TAG_THEB_HINT_H
2#define D_A_TAG_THEB_HINT_H
3
4// #include "d/actor/d_a_npc_theB.h"
5#include "d/d_com_inf_game.h"
7
8// needs to be pulled from d_a_npc_theB.h eventually
9struct daNpcTheB_c {
12 void create();
13 void CreateHeap();
14 void Delete();
15 void Execute();
16 void Draw();
20 void getHandPos1(int);
21 void getHandPos2(int);
22 void setHintEvent(s32, u16, int);
23 void main();
24 void setParam();
25 void ctrlBtk();
26 void setAttnPos();
27 void setExpressionAnm(int, bool);
29 bool setMotionAnm(int, f32);
31 void reset();
33 void playMotion();
35 void doEvent();
36 void lookat();
37 void wait(void*);
38 void setMotion(int, f32, int);
39 void setExpression(int, f32);
40 void talk(void*);
45 void EvCut_TheBHint(int);
47
48 static u8 mEvtSeqList[72];
49};
50
52public:
53
55 return shape_angle.x & 0xff;
56 }
57
59 return shape_angle.z & 0xffff;
60 }
61
63 return fopAcM_GetParam(this) & 0xFFFF;
64 }
65
67 return fopAcM_GetParam(this) >> 24;
68 }
69
70 int create() {
71 fopAcM_ct(this, daTagTheBHint_c);
72 field_0x568 = pow(scale.x * 100.0f,2.0f);
73 return cPhs_COMPLEATE_e;
74 }
75
76 int execute() {
77 if (fopAcM_isSwitch(this,getSwitchNo())) {
78 fopAcM_delete(this);
79 return 1;
80 } else {
81 f32 distance = fopAcM_searchPlayerDistanceXZ2(this);
82
83 if (distance < field_0x568) {
85 if (the_b) {
86 s8 roomNo = getRoomNo();
87
88 if (roomNo == 0xFF) {
89 roomNo = fopAcM_GetRoomNo(this);
90 }
91
92 the_b->setHintEvent(getMessageNo(),getLinkID(),roomNo);
93 }
94 }
95 }
96
97 return 1;
98 }
99 /* 0x568 */ f32 field_0x568;
100};
101
102#endif /* D_A_TAG_THEB_HINT_H */
@ cPhs_COMPLEATE_e
Definition c_phase.h:13
Definition J3DJoint.h:63
Definition J3DModel.h:43
Telma B.
Definition d_a_npc_theB.h:39
void EvCut_TheBHint(int)
void ctrlJoint(J3DJoint *, J3DModel *)
void getHandPos2(int)
void setHintEvent(s32, u16, int)
void setExpressionBtp(int)
void playMotion()
void ctrlJointCallBack(J3DJoint *, int)
void doNormalAction()
void doEvent()
void EvCut_CoachGuardGameOver(int)
void wait(void *)
void talk(void *)
void CreateHeap()
void EvCut_PersonalCombatIntro(int)
bool setMotionAnm(int, f32)
void getHandPos1(int)
void setMotion(int, f32, int)
static cutFunc mEvtSeqList[6]
Definition d_a_npc_theB.h:176
void createHeapCallBack(fopAc_ac_c *)
void EvCut_PersonalCombatRevenge(int)
void Delete()
void setExpression(int, f32)
void EvCut_PersonalCombatAfter()
void setAttnPos()
void lookat()
void create()
void setExpressionAnm(int, bool)
void setParam()
void Execute()
void playExpression()
bool drawDbgInfo()
void ctrlBtk()
void reset()
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
Definition f_op_actor.h:230
csXyz shape_angle
Definition f_op_actor.h:252
cXyz scale
Definition f_op_actor.h:253
@ PROC_NPC_THEB
Definition d_procname.h:96
signed char s8
Definition types.h:7
float f32
Definition types.h:25
unsigned short int u16
Definition types.h:10
signed long s32
Definition types.h:11
unsigned char u8
Definition types.h:8
s32 fopAcM_delete(fopAc_ac_c *i_actor)
Definition f_op_actor_mng.cpp:205
BOOL fopAcM_isSwitch(const fopAc_ac_c *i_actor, int sw)
Definition f_op_actor_mng.h:459
u32 fopAcM_GetParam(const void *i_actor)
Definition f_op_actor_mng.h:192
f32 fopAcM_searchPlayerDistanceXZ2(const fopAc_ac_c *actor)
Definition f_op_actor_mng.h:739
s8 fopAcM_GetRoomNo(const fopAc_ac_c *i_actor)
Definition f_op_actor_mng.h:144
base_process_class * fpcM_SearchByName(s16 name)
Definition f_pc_manager.h:80
double pow(double, double)
Definition w_pow.c:3
s16 x
Definition c_sxyz.h:7
s16 z
Definition c_sxyz.h:7
f32 x
Definition mtx.h:14