Twilight Princess
Decompilation of The Legend of Zelda: Twilight Princess
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d_spline_path.h
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1#ifndef D_D_SPLINE_PATH_H
2#define D_D_SPLINE_PATH_H
3
5
6struct dPath;
7
8struct dPathCurve {
9 /* 80097C5C */ void Init(dPath*);
10 /* 80097C74 */ cXyz bSpline2(f32);
11
12 /* 0x00 */ int field_0x00;
13 /* 0x00 */ int field_0x04;
14 /* 0x08 */ dPath* mpPath;
15};
16
17class d2DBSplinePath {
18public:
19 /* 80097878 */ void Init(s32, s32);
20 /* 80097904 */ bool Step();
21 /* 80097B20 */ f32 Calc(f32*);
22 /* 80097A6C */ cXyz Calc(cXyz*);
23 /* 80097B68 */ f32 Spot(f32*, f32);
24
25 /* 0x00 */ s32 field_0x00;
26 /* 0x04 */ s32 field_0x04;
27 /* 0x08 */ s32 field_0x08;
28 /* 0x0C */ s32 field_0x0c;
29 /* 0x10 */ f32 field_0x10;
30 /* 0x14 */ f32 mCurveWeight[3];
31 /* 0x20 */ int mCurveKey[3];
32 /* 0x2C */ int field_0x2c;
33 /* 0x30 */ void* field_0x30;
34};
35
36#endif /* D_D_SPLINE_PATH_H */
Definition d_a_hozelda.cpp:20
Definition d_camera.h:87
f32 mCurveWeight[3]
Definition d_spline_path.h:30
f32 Calc(f32 *)
Definition d_spline_path.cpp:69
int mCurveKey[3]
Definition d_spline_path.h:31
void Init(s32, s32)
int field_0x2c
Definition d_spline_path.h:32
s32 field_0x0c
Definition d_spline_path.h:28
bool Step()
Definition d_spline_path.cpp:28
s32 field_0x08
Definition d_spline_path.h:27
f32 Spot(f32 *, f32)
s32 field_0x04
Definition d_spline_path.h:26
f32 field_0x10
Definition d_camera.h:92
s32 field_0x00
Definition d_spline_path.h:25
void * field_0x30
Definition d_spline_path.h:33
Definition d_spline_path.h:8
cXyz bSpline2(f32)
Definition d_spline_path.cpp:103
void Init(dPath *)
Definition d_spline_path.cpp:96
int field_0x04
Definition d_spline_path.h:13
int field_0x00
Definition d_spline_path.h:12
dPath * mpPath
Definition d_spline_path.h:14
Definition d_a_npc_cd2.cpp:35
float f32
Definition types.h:22
signed long s32
Definition types.h:6