mirror of
https://github.com/zeldaret/ss
synced 2026-05-25 07:23:00 -04:00
8a3710824b
* c_cc_d soooo close * d_cc_shape_colliders -> d_cc_d * ported over changes from #43 * Oops, didnt save * use better collision functions in bombf * bombf fixes * bombf actorPostCreate matching * fix * small fix for cCcD_UnkAttr Set function * more cleanup(?) for c_cc_d * d_cc_mass_s OK * Initial d_cc_s setup * some easy funcs --------- Co-authored-by: robojumper <robojumper@gmail.com>
30 lines
478 B
C++
30 lines
478 B
C++
#ifndef EFFECTS_STRUCT_H
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#define EFFECTS_STRUCT_H
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#include "common.h"
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#include "d/d_base.h"
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class EffectsStruct {
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private:
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u8 field_0x00[0x1C - 0x00];
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public:
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// vt at 0x1C
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EffectsStruct();
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EffectsStruct(dBase_c *);
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virtual ~EffectsStruct();
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inline void init(dBase_c *owner) {
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mpOwner = owner;
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}
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void remove(bool);
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private:
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u8 field_0x20[0x28 - 0x20];
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/* 0x28 */ dBase_c *mpOwner;
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u8 field_0x2C[0x34 - 0x2C];
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};
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#endif
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