Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_path.h
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1#ifndef D_D_PATH_H
2#define D_D_PATH_H
3
4#include "dolphin/types.h"
5#include "mtx.h"
6
7class cBgS_PolyInfo;
8struct cXyz;
9
10struct dPnt {
11 /* 0x0 */ u8 mArg1;
12 /* 0x1 */ u8 mArg2;
13 /* 0x2 */ u8 mArg3;
14 /* 0x3 */ u8 mArg0;
15 /* 0x4 */ Vec m_position;
16}; // Size: 0x10
17
18struct dPath {
19 /* 0x0 */ u16 m_num;
20 /* 0x2 */ u16 m_nextID;
21 /* 0x4 */ u8 field_0x4;
22 /* 0x5 */ bool m_closed;
23 /* 0x6 */ u8 field_0x6;
24 /* 0x7 */ u8 field_0x7;
25 /* 0x8 */ dPnt* m_points;
26};
27
28inline BOOL dPath_ChkClose(const dPath* i_path) { return i_path->m_closed & 1; }
29
30dPath* dPath_GetRoomPath(int path_index, int room_no);
31dPath* dPath_GetNextRoomPath(dPath const* i_path, int room_no);
32dPnt* dPath_GetPnt(dPath const* i_path, int pnt_index);
33u8 dPath_GetPolyRoomPathVec(cBgS_PolyInfo const& poly, cXyz* p_pathVec, int* param_2);
34
35#endif /* D_D_PATH_H */
Definition c_bg_s_poly_info.h:7
dPnt * dPath_GetPnt(dPath const *i_path, int pnt_index)
Definition d_path.cpp:11
BOOL dPath_ChkClose(const dPath *i_path)
Definition d_path.h:28
dPath * dPath_GetRoomPath(int path_index, int room_no)
Definition d_path.cpp:19
u8 dPath_GetPolyRoomPathVec(cBgS_PolyInfo const &poly, cXyz *p_pathVec, int *param_2)
Definition d_path.cpp:66
dPath * dPath_GetNextRoomPath(dPath const *i_path, int room_no)
Definition d_path.cpp:40
int BOOL
Definition types.h:33
unsigned short int u16
Definition types.h:10
unsigned char u8
Definition types.h:8
Definition mtx.h:13
Definition c_xyz.h:7
Definition d_path.h:18
u8 field_0x4
Definition d_path.h:21
u8 field_0x7
Definition d_path.h:24
u16 m_num
Definition d_path.h:19
dPnt * m_points
Definition d_path.h:25
u8 field_0x6
Definition d_path.h:23
bool m_closed
Definition d_path.h:22
u16 m_nextID
Definition d_path.h:20
Definition d_path.h:10
u8 mArg2
Definition d_path.h:12
Vec m_position
Definition d_path.h:15
u8 mArg0
Definition d_path.h:14
u8 mArg3
Definition d_path.h:13
u8 mArg1
Definition d_path.h:11