Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_bg_w_sv.h
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1#ifndef D_BG_D_BG_W_SV_H
2#define D_BG_D_BG_W_SV_H
3
4#include "d/d_bg_w.h"
5
6class dBgWSv : public dBgW {
7public:
10 }
11
12 /* 80082F98 */ u8 Set(cBgD_t*, u32);
13 /* 80083020 */ void CopyBackVtx();
14 /* 8008308C */ bool CrrPosWork(cXyz*, int, int, int);
15 /* 80083300 */ bool TransPosWork(cXyz*, int, int, int);
16
17 /* 800835DC */ virtual ~dBgWSv() {}
18 /* 80083244 */ virtual void CrrPos(cBgS_PolyInfo const&, void*, bool, cXyz*, csXyz*, csXyz*);
19 /* 8008351C */ virtual void TransPos(cBgS_PolyInfo const&, void*, bool, cXyz*, csXyz*, csXyz*);
20 /* 800835D8 */ virtual void MatrixCrrPos(cBgS_PolyInfo const&, void*, bool, cXyz*, csXyz*, csXyz*);
21
22 /* 0xC0 */ Vec* field_0xc0;
23 /* 0xC4 */ u8 field_0xc4;
24};
25
26#endif /* D_BG_D_BG_W_SV_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
Definition d_bg_w_sv.h:6
virtual ~dBgWSv()
Definition d_bg_w_sv.h:17
virtual void CrrPos(cBgS_PolyInfo const &, void *, bool, cXyz *, csXyz *, csXyz *)
Definition d_bg_w_sv.cpp:85
bool TransPosWork(cXyz *, int, int, int)
Definition d_bg_w_sv.cpp:100
void CopyBackVtx()
Definition d_bg_w_sv.cpp:25
Vec * field_0xc0
Definition d_bg_w_sv.h:22
u8 field_0xc4
Definition d_bg_w_sv.h:23
dBgWSv()
Definition d_bg_w_sv.h:8
virtual void TransPos(cBgS_PolyInfo const &, void *, bool, cXyz *, csXyz *, csXyz *)
Definition d_bg_w_sv.cpp:157
u8 Set(cBgD_t *, u32)
Definition d_bg_w_sv.cpp:10
bool CrrPosWork(cXyz *, int, int, int)
Definition d_bg_w_sv.cpp:36
virtual void MatrixCrrPos(cBgS_PolyInfo const &, void *, bool, cXyz *, csXyz *, csXyz *)
Definition d_bg_w_sv.cpp:173
Definition d_bg_w.h:252
Definition d_a_hozelda.cpp:18
Definition d_bg_w.h:95
Definition d_a_ep.cpp:134
Definition d_a_hozelda.cpp:20
Definition d_a_ep.cpp:66
unsigned long u32
Definition types.h:10
unsigned char u8
Definition types.h:8