mirror of https://github.com/zeldaret/tp.git
91 lines
2.5 KiB
C++
91 lines
2.5 KiB
C++
#ifndef D_A_E_SG_H
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#define D_A_E_SG_H
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#include "f_op/f_op_actor.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 "d/d_jnt_col.h"
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/**
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* @ingroup actors-enemies
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* @class e_sg_class
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* @brief Skullfish
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*
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* @details
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* Skullfish are found in the Lakebed Temple and some caves. They attack by
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* chasing and biting Link, often appearing in groups.
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* Skullfish can also be caught with the Fishing Rod, leaving behind a Heart
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* when released. It will then flop on land.
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* */
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class e_sg_class : public fopEn_enemy_c {
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public:
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/* 0x5AC */ request_of_phase_process_class mPhaseReq;
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/* 0x5B4 */ u8 mArg0;
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/* 0x5B8 */ J3DModel* mpModel;
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/* 0x5BC */ Z2CreatureEnemy mSound;
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/* 0x660 */ s16 mTimers[3];
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/* 0x666 */ s16 mInvincibilityTimer;
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/* 0x668 */ u8 mInitTimer;
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/* 0x66A */ s16 mRandomSeed;
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/* 0x66C */ s16 mAction;
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/* 0x66E */ s16 mMode;
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/* 0x670 */ f32 mIdleMoveBound;
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/* 0x674 */ f32 mSearchBound;
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/* 0x678 */ cXyz mTargetPos;
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/* 0x684 */ u8 field_0x684[4];
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/* 0x688 */ s16 mPlayerAngle;
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/* 0x68C */ f32 mPlayerDist;
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/* 0x690 */ f32 mTargetDist;
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/* 0x694 */ f32 mTargetSpeed;
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/* 0x698 */ f32 mStepSpeed;
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/* 0x69C */ s16 mSwimAngle;
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/* 0x69E */ s16 mSwimAngleSpeed;
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/* 0x6A0 */ s16 mJoints[4];
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/* 0x6A8 */ f32 mJointYRot;
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/* 0x6AC */ f32 mJointSpeed;
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/* 0x6B0 */ s16 mJointAngle;
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/* 0x6B4 */ f32 field_0x6b4;
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/* 0x6B8 */ f32 mGroundY;
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/* 0x6BC */ f32 mKamuSpeed;
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/* 0x6C0 */ s16 mRotation;
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/* 0x6C2 */ s16 mRotationTarget;
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/* 0x6C4 */ s8 mStickIdx;
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/* 0x6C5 */ u8 mKamuTimer;
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/* 0x6C6 */ s16 field_0x6C6;
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/* 0x6C8 */ int mShadowKey;
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/* 0x6CC */ fpc_ProcID mTargetActorID;
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/* 0x6D0 */ dJntCol_c mJoint;
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/* 0x6E0 */ dBgS_AcchCir mAcchCir;
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/* 0x720 */ dBgS_ObjAcch mAcch;
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/* 0x8F8 */ dCcD_Stts mStts;
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/* 0x934 */ dCcD_Sph mSph;
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/* 0xA6C */ dCcU_AtInfo mAtInfo;
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/* 0xA90 */ s8 mAttackCollistion;
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/* 0xA91 */ s8 mCollisionResponse;
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/* 0xA92 */ u8 mInactive;
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/* 0xA93 */ s8 mWaterSplash;
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/* 0xA94 */ int mParticleKey[4];
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/* 0xAA4 */ u32 mHamon;
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/* 0xAA8 */ u8 field_0xaa8[4];
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/* 0xAAC */ bool mHioInit;
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};
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STATIC_ASSERT(sizeof(e_sg_class) == 0xAB0);
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class daE_SG_HIO_c {
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public:
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daE_SG_HIO_c();
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virtual ~daE_SG_HIO_c() {};
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s8 mUnk0;
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f32 mScaleFactor;
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f32 mMovementSpeed;
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f32 mSearchSpeed;
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f32 mPlayerHeightThreshold;
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};
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STATIC_ASSERT(sizeof(daE_SG_HIO_c) == 0x18);
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#endif /* D_A_E_SG_H */
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