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

Classes

class  dPath_HIO
 

Functions

dPntdPath_GetPnt (const dPath *path, int pnt_index)
 
dPathdPath_GetRoomPath (int path_index, int room_no)
 
dPathdPath_GetNextRoomPath (const dPath *path, int room_no)
 
int dPath_GetPolyRoomPathVec (const cBgS_PolyInfo &polyinfo, cXyz *vec, int *param_2) u8 dPath_GetPolyRoomPathVec(const cBgS_PolyInfo &polyinfo
 
 if (room_no==-1)
 
 if (path==NULL)
 
 if (path->swbit !=0xFF &&dComIfGs_isSwitch(path->swbit, room_no))
 
 if (pnt_no==0xFF||pnt_no< 0||pnt_no >=path->m_num)
 
void dPath_Ct ()
 
void dPath_Dt ()
 
void dPath_Move ()
 
void dPath_Draw ()
 
static void dummy ()
 

Variables

int cXyzvec
 
int cXyz int * param_2
 
int path_idx = dComIfG_Bgsp().GetRoomPathId(polyinfo)
 
vec x = 0.0f
 
vec y = 0.0f
 
vec z = 0.0f
 
dPathpath = dPath_GetRoomPath(path_idx, room_no)
 
int pnt_no = dComIfG_Bgsp().GetRoomPathPntNo(polyinfo)
 
dPntpnt_end = &path->m_points[pnt_no]
 
dPntpnt_begin
 
 else
 
 return
 
static dPath_HIO s_hio
 

Function Documentation

◆ dPath_Ct()

void dPath_Ct ( )

◆ dPath_Draw()

void dPath_Draw ( )

◆ dPath_Dt()

void dPath_Dt ( )

◆ dPath_GetNextRoomPath()

dPath * dPath_GetNextRoomPath ( const dPath * path,
int room_no )

◆ dPath_GetPnt()

dPnt * dPath_GetPnt ( const dPath * path,
int pnt_index )

◆ dPath_GetPolyRoomPathVec()

int dPath_GetPolyRoomPathVec ( const cBgS_PolyInfo & polyinfo,
cXyz * vec,
int * param_2 ) const &

◆ dPath_GetRoomPath()

dPath * dPath_GetRoomPath ( int path_index,
int room_no )

◆ dPath_Move()

void dPath_Move ( )

◆ dummy()

static void dummy ( )
static

◆ if() [1/4]

if ( path->swbit ! = 0xFF && dComIfGs_isSwitch(path->swbit, room_no))

◆ if() [2/4]

if ( path = = NULL)

◆ if() [3/4]

if ( pnt_no = = 0xFF || pnt_no < 0 || pnt_no >= path->m_num)

◆ if() [4/4]

if ( room_no = = -1)

Variable Documentation

◆ else

else
Initial value:
{
pnt_begin = &path->m_points[pnt_no + 1]
int pnt_no
Definition d_path.cpp:128
dPnt * pnt_begin
Definition d_path.cpp:135
Definition d_a_npc_ks.cpp:48

◆ param_2

* param_2
Initial value:
{
int room_no = dComIfG_Bgsp().GetRoomId(polyinfo)
int GetRoomId(cBgS_PolyInfo const &)
Definition d_bg_s.cpp:1046
dBgS & dComIfG_Bgsp()
Definition d_com_inf_game.h:4293

◆ path

dPath* path = dPath_GetRoomPath(path_idx, room_no)

◆ path_idx

int path_idx = dComIfG_Bgsp().GetRoomPathId(polyinfo)

◆ pnt_begin

dPnt* pnt_begin

◆ pnt_end

dPnt* pnt_end = &path->m_points[pnt_no]

◆ pnt_no

int pnt_no = dComIfG_Bgsp().GetRoomPathPntNo(polyinfo)

◆ return

return

◆ s_hio

dPath_HIO s_hio
static

◆ vec

int cXyz* vec

◆ x

vec x = 0.0f

◆ y

vec y = 0.0f

◆ z

vec z = 0.0f