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Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_attention.cpp File Reference

Classes

class  dAttDrawParam_c
 

Functions

static int check_event_condition (u32 i_attnType, u16 i_condition)
 
static int check_flontofplayer (u32 i_checkMask, s16 i_ang1, s16 i_ang2)
 
static f32 distace_weight (f32 i_distance, s16 i_angle, f32 i_ratio)
 
static f32 distace_angle_adjust (f32 i_distAdjust, s16 i_angle, f32 i_ratio)
 
static BOOL check_distace (cXyz *i_pos, s16 i_angle, cXyz *i_attnPos, f32 i_distMax, f32 i_distAdjust, f32 i_max_y, f32 i_min_y)
 
static int select_attention (fopAc_ac_c *i_actor, void *i_attention)
 
static int sound_attention (fopAc_ac_c *i_actor, void *i_attention)
 
fopAc_ac_cdComIfGp_getPlayer_fakematch (int idx)
 

Variables

static bool l_isFinalBossStg
 
dAttDrawParam_c g_AttDwHIO
 
static bool attn_opt_hold = true
 

Function Documentation

◆ check_distace()

static BOOL check_distace ( cXyz * i_pos,
s16 i_angle,
cXyz * i_attnPos,
f32 i_distMax,
f32 i_distAdjust,
f32 i_max_y,
f32 i_min_y )
static

◆ check_event_condition()

static int check_event_condition ( u32 i_attnType,
u16 i_condition )
static

◆ check_flontofplayer()

static int check_flontofplayer ( u32 i_checkMask,
s16 i_ang1,
s16 i_ang2 )
static

◆ dComIfGp_getPlayer_fakematch()

fopAc_ac_c * dComIfGp_getPlayer_fakematch ( int idx)
inline

◆ distace_angle_adjust()

static f32 distace_angle_adjust ( f32 i_distAdjust,
s16 i_angle,
f32 i_ratio )
static

◆ distace_weight()

static f32 distace_weight ( f32 i_distance,
s16 i_angle,
f32 i_ratio )
static

◆ select_attention()

static int select_attention ( fopAc_ac_c * i_actor,
void * i_attention )
static

◆ sound_attention()

static int sound_attention ( fopAc_ac_c * i_actor,
void * i_attention )
static

Variable Documentation

◆ attn_opt_hold

bool attn_opt_hold = true
static

◆ g_AttDwHIO

dAttDrawParam_c g_AttDwHIO

◆ l_isFinalBossStg

bool l_isFinalBossStg
static