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58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
#ifndef D_A_ITEM_H
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#define D_A_ITEM_H
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#include "d/actor/d_a_itembase.h"
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class daItem_c : public daItemBase_c {
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public:
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float getYOffset();
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void set_mtx();
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void set_mtx_base(J3DModel*, cXyz, csXyz);
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void CreateInit();
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s32 _daItem_create();
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s32 _daItem_execute();
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void mode_proc_call();
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void execInitNormalDirection();
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void execMainNormalDirection();
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void execInitGetDemoDirection();
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void execWaitGetDemoDirection();
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void execMainGetDemoDirection();
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void execBringNezumi();
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void execWaitMain();
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void execWaitMainFromBoss();
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void scaleAnimFromBossItem();
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s32 _daItem_draw();
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void setTevStr();
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s32 _daItem_delete();
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void itemGetExecute();
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void itemDefaultRotateY();
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bool checkItemDisappear();
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void setItemTimer(int);
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bool checkPlayerGet();
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void itemActionForRupee();
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void itemActionForHeart();
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void itemActionForKey();
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void itemActionForEmono();
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void itemActionForSword();
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void itemActionForArrow();
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void checkWall();
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void set_bound_se();
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s32 checkGetItem();
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void timeCount();
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void mode_wait_init();
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void mode_water_init();
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void mode_wait();
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void mode_water();
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void initAction();
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s32 _daItem_isdelete();
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public:
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u8 temp1[0x20];
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/* 0x668 */ u8 mItemAction;
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/* 0x669 */ u8 mStatusFlags;
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/* 0x66A */ u8 mMode;
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/* 0x66B */ u8 mCurAction;
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u8 temp2[0x54];
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};
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#endif /* D_A_ITEM_H */ |