tp/include/d/actor/d_a_obj_wood_pendulum.h

43 lines
1.1 KiB
C++

#ifndef D_A_OBJ_WOOD_PENDULUM_H
#define D_A_OBJ_WOOD_PENDULUM_H
#include "d/d_com_inf_game.h"
#include "f_op/f_op_actor_mng.h"
/**
* @ingroup actors-objects
* @class daObjWPndlm_c
* @brief Wooden Pendulum
*
* @details
*
*/
class daObjWPndlm_c : public fopAc_ac_c {
public:
/* 80D39418 */ void initBaseMtx();
/* 80D39454 */ void setBaseMtx();
/* 80D394CC */ int Create();
/* 80D395C8 */ int CreateHeap();
/* 80D39638 */ int create();
/* 80D39978 */ int execute();
/* 80D39B68 */ int draw();
/* 80D39BCC */ int _delete();
u32 getArg0() { return fopAcM_GetParamBit(this, 0, 8); }
u32 getArg1() { return fopAcM_GetParamBit(this, 8, 8); }
private:
/* 0x568 */ request_of_phase_process_class mPhaseReq;
/* 0x570 */ J3DModel* mpModel;
/* 0x574 */ dCcD_Stts mStts;
/* 0x5B0 */ dCcD_Sph mSph;
/* 0x6E8 */ dCcD_Sph field_0x6e8[2];
/* 0x958 */ s16 field_0x958;
/* 0x95A */ s16 field_0x95a;
/* 0x95C */ s16 field_0x95c;
};
STATIC_ASSERT(sizeof(daObjWPndlm_c) == 0x960);
#endif /* D_A_OBJ_WOOD_PENDULUM_H */