mirror of https://github.com/zeldaret/tp.git
d_a_e_hz (Tile Worm) OK and linked (#2691)
* all funcs matched * TU linked and some docs * apply enums
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@ -1727,7 +1727,7 @@ config.libs = [
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ActorRel(MatchingFor("GZ2E01", "GZ2P01", "GZ2J01"), "d_a_e_hb_leaf"),
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ActorRel(NonMatching, "d_a_e_hm"),
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ActorRel(NonMatching, "d_a_e_hp"),
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ActorRel(NonMatching, "d_a_e_hz"),
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ActorRel(MatchingFor("GZ2E01", "GZ2P01", "GZ2J01"), "d_a_e_hz"),
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ActorRel(MatchingFor("GZ2E01", "GZ2P01", "GZ2J01"), "d_a_e_hzelda"),
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ActorRel(MatchingFor("GZ2E01", "GZ2P01", "GZ2J01"), "d_a_e_is"),
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ActorRel(MatchingFor("GZ2E01", "GZ2P01", "GZ2J01"), "d_a_e_kg"),
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@ -114,6 +114,7 @@ public:
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u32 checkStateFlg0(daBoomerang_FLG0 i_flag) const { return m_stateFlg0 & i_flag; }
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void onStateFlg0(daBoomerang_FLG0 flag) { m_stateFlg0 |= flag; }
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void offStateFlg0(daBoomerang_FLG0 flag) { m_stateFlg0 &= ~flag; }
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u32 getReturnFlg() { return checkStateFlg0(FLG0_1); }
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void onWindCatch() { onStateFlg0(WIND_CATCH); }
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bool checkForceDelete() const { return m_forceDelete; }
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void onForceDelete() { m_forceDelete = true; }
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@ -1,30 +1,38 @@
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#ifndef D_A_E_HZ_H
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#define D_A_E_HZ_H
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#include "d/actor/d_a_boomerang.h"
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#include "d/actor/d_a_nbomb.h"
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#include "d/actor/d_a_obj_carry.h"
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#include "d/d_bg_s_acch.h"
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#include "d/d_cc_d.h"
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#include "d/d_cc_uty.h"
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#include "f_op/f_op_actor_mng.h"
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/**
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* @ingroup actors-enemies
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* @class daE_HZ_c
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* @brief Tile Worm
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*
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* @details
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*
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*
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* @details Enemy - Tile Worm
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*
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*/
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class daE_HZ_c : public fopEn_enemy_c {
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public:
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/* 806EA690 */ void setBck(int, u8, f32, f32);
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/* 806EA734 */ void checkBck(int);
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/* 806EA790 */ void draw();
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/* 806EA734 */ bool checkBck(int);
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/* 806EA790 */ int draw();
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/* 806EAADC */ void setActionMode(int);
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/* 806EAB68 */ void checkHideStart();
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/* 806EAEDC */ void checkAttackStart();
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/* 806EB05C */ void checkArrowCharge();
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/* 806EAB68 */ bool checkHideStart();
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/* 806EAEDC */ bool checkAttackStart();
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/* 806EB05C */ bool checkArrowCharge();
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/* 806EB0A4 */ void setTgSetBit(int);
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/* 806EB0FC */ bool isWait();
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/* 806EB13C */ void checkFall();
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/* 806EB2E8 */ void setCloseSmokeEffect();
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/* 806EB3EC */ void executeWait();
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/* 806EB7B0 */ void getHideSpeed();
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/* 806EB7B0 */ f32 getHideSpeed();
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/* 806EB818 */ void executeHide();
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/* 806EBD44 */ void executeAttack();
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/* 806EC068 */ void initBackWalk();
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@ -33,7 +41,7 @@ public:
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/* 806ECB64 */ void executeWind();
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/* 806ED5B0 */ void executeChance();
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/* 806ED6C8 */ void initRollDamage();
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/* 806ED7A8 */ void doRollDamage();
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/* 806ED7A8 */ bool doRollDamage();
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/* 806ED8A4 */ void executeDamage();
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/* 806EDAA8 */ void executeDeath();
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/* 806EDDCC */ void setWindChanceEnd();
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@ -43,27 +51,84 @@ public:
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/* 806EE3BC */ void executeWaterDeath();
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/* 806EE820 */ void executeDeathWait();
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/* 806EE978 */ void damage_check();
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/* 806EEE10 */ void checkWaterSurface();
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/* 806EEE10 */ bool checkWaterSurface();
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/* 806EEEE4 */ void action();
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/* 806EF144 */ void mtx_set();
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/* 806EF2C8 */ void cc_set();
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/* 806EF46C */ void execute();
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/* 806EF6B4 */ void _delete();
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/* 806EF770 */ void ctrlJoint(J3DJoint*, J3DModel*);
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/* 806EF880 */ void JointCallBack(J3DJoint*, int);
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/* 806EF8CC */ void CreateHeap();
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/* 806EF46C */ int execute();
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/* 806EF6B4 */ int _delete();
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/* 806EF770 */ int ctrlJoint(J3DJoint*, J3DModel*);
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/* 806EF880 */ static int JointCallBack(J3DJoint*, int);
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/* 806EF8CC */ int CreateHeap();
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/* 806EFB54 */ void setInitPos();
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/* 806EFC18 */ void create();
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/* 806EFC18 */ int create();
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private:
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/* 0x5ac */ u8 field_0x5ac[0x1238 - 0x5ac];
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/* 0x5AC */ request_of_phase_process_class mPhaseReq;
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/* 0x5B4 */ request_of_phase_process_class mPhaseReq2;
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/* 0x5BC */ mDoExt_McaMorfSO* mpMorfSO;
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/* 0x5C0 */ J3DModel* mpModel;
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/* 0x5C4 */ J3DModel* mpModel2;
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/* 0x5C8 */ Z2CreatureEnemy mSound;
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/* 0x66C */ daBoomerang_c* mpBoomerangActor;
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/* 0x670 */ daNbomb_c* mpBombActor;
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/* 0x674 */ daObjCarry_c* mpCarryActor;
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/* 0x678 */ cXyz field_0x678;
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/* 0x684 */ cXyz mSmokeEffectPosition;
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/* 0x690 */ csXyz field_0x690;
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/* 0x696 */ csXyz field_0x696;
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/* 0x69C */ csXyz field_0x69c;
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/* 0x6A4 */ f32 mPlayerDist;
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/* 0x6A8 */ f32 field_0x6a8;
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/* 0x6AC */ f32 mGroundCross;
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/* 0x6B0 */ s16 mPlayerAngleY;
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/* 0x6B2 */ s16 field_0x6b2;
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/* 0x6B4 */ s16 field_0x6b4;
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/* 0x6B6 */ s16 field_0x6b6;
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/* 0x6B8 */ u8 field_0x6B8[0x6BC - 0x6B8];
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/* 0x6BC */ char* mpName;
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/* 0x6C0 */ s32 mAction;
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/* 0x6C4 */ s32 mPrevAction;
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/* 0x6C8 */ s32 mMode; // That's just a guess. Might need a better name for it's usage
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/* 0x6CC */ s32 field_0x6cc;
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/* 0x6D0 */ u32 mShadowKey;
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/* 0x6D4 */ s16 mDamageDeathTimer;
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/* 0x6D6 */ s16 mWaitTimer;
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/* 0x6D8 */ s16 mPiyoriTimer;
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/* 0x6DA */ s16 mAttackStartTimer;
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/* 0x6DC */ s16 mRetentionBeforeStretchTimer;
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/* 0x6DE */ s16 mAttackCooldownTimer;
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/* 0x6E0 */ s16 mCameraOffTimer;
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/* 0x6E2 */ s16 mCameraOnTimer;
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/* 0x6E4 */ u8 field_0x6e4;
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/* 0x6E5 */ u8 mSetModelAnmMtx;
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/* 0x6E6 */ u8 field_0x6E6[0x6E7 - 0x6E6];
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/* 0x6E7 */ u8 mDisableShadow; // Shadow is active when this is false
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/* 0x6E8 */ u8 field_0x6e8;
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/* 0x6E9 */ u8 field_0x6e9;
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/* 0x6EA */ u8 field_0x6ea;
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/* 0x6EB */ u8 mParam;
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/* 0x6EC */ u8 field_0x6EC[0x6ED - 0x6EC];
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/* 0x6ED */ u8 mReadyNewAction;
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/* 0x6F0 */ f32 mColor;
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/* 0x6F4 */ u8 mReadyChangeColor;
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/* 0x6F8 */ dKy_tevstr_c mTevStr;
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/* 0xA80 */ u8 field_0xA80[0xA84 - 0xA80];
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/* 0xA84 */ Mtx mMtx;
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/* 0xAB4 */ dBgW* mpBgW;
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/* 0xAB8 */ dBgS_AcchCir mAcchCir;
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/* 0xAF8 */ dBgS_ObjAcch mObjAcch;
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/* 0xCD0 */ dCcD_Stts mStts;
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/* 0xD0C */ dCcD_Sph mSpheres[4];
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/* 0x11EC */ dCcU_AtInfo mAtInfo;
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/* 0x1210 */ u32 mSmokeKey;
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/* 0x1214 */ u32 mSmokeKey2;
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/* 0x1218 */ u32 mJumpEffects[2];
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/* 0x1220 */ u32 mWaterEffects[4];
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/* 0x1230 */ u32 mEffect;
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/* 0x1234 */ u8 mHIOInit;
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};
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STATIC_ASSERT(sizeof(daE_HZ_c) == 0x1238);
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class daE_HZ_HIO_c {
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/* 806EA60C */ daE_HZ_HIO_c();
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/* 806F0368 */ ~daE_HZ_HIO_c();
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};
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#endif /* D_A_E_HZ_H */
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