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
6class cBgS_PolyInfo;
7struct cXyz;
8struct dStage_dPnt_c;
9
10struct dPath {
11 /* 0x0 */ u16 m_num;
12 /* 0x2 */ u16 m_nextID;
13 /* 0x4 */ u8 field_0x4;
14 /* 0x5 */ bool m_closed;
15 /* 0x6 */ u8 field_0x6;
17};
18
19inline BOOL dPath_ChkClose(dPath* i_path) { return i_path->m_closed & 1; }
20
21dPath* dPath_GetRoomPath(int path_index, int room_no);
22dPath* dPath_GetNextRoomPath(dPath const* i_path, int room_no);
25
26#endif /* D_D_PATH_H */
T cLib_calcTimer(T *value)
Definition c_lib.h:74
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:70
BOOL dPath_ChkClose(dPath *i_path)
Definition d_path.h:19
dStage_dPnt_c * dPath_GetPnt(dPath const *i_path, int pnt_index)
Definition d_path.cpp:10
dPath * dPath_GetNextRoomPath(dPath const *i_path, int room_no)
Definition d_path.cpp:42
Definition d_a_ep.cpp:134
Definition d_a_hozelda.cpp:20
Definition d_a_npc_cd2.cpp:35
u8 field_0x4
Definition d_path.h:13
u16 m_num
Definition d_path.h:11
u8 field_0x6
Definition d_path.h:15
bool m_closed
Definition d_path.h:14
u16 m_nextID
Definition d_path.h:12
dStage_dPnt_c * m_points
Definition d_path.h:16
Definition d_stage.h:294
int BOOL
Definition types.h:27
unsigned short u16
Definition types.h:9
unsigned char u8
Definition types.h:8