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142 lines
4.6 KiB
C++
142 lines
4.6 KiB
C++
#ifndef D_A_PLAYER
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#define D_A_PLAYER
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#include "JSystem/J3DGraphAnimator/J3DMaterialAnm.h"
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#include "f_op/f_op_actor_mng.h"
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#include "d/d_com_inf_game.h"
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#include "d/d_cc_d.h"
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class daPy_matAnm_c : public J3DMaterialAnm {
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public:
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daPy_matAnm_c() { init(); }
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void init();
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virtual ~daPy_matAnm_c();
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virtual void calc(J3DMaterial*) const;
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};
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class daPy_mtxFollowEcallBack_c {
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public:
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void execute(JPABaseEmitter*);
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void end();
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void makeEmitter(unsigned short, float(*)[4], const cXyz*, const cXyz*);
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void makeEmitterColor(unsigned short, float(*)[4], const cXyz*, const _GXColor*, const _GXColor*);
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void setup(JPABaseEmitter*, const cXyz*, const csXyz*, signed char);
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/* 0x0 */ u8 field_0x0[0xC];
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};
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class daPy_HIO_c {
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public:
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};
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class daPy_demo_c {
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public:
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void setDemoType(u16 pType) { mDemoType = pType; }
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int getDemoType() const { return mDemoType; }
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void setDemoMode(u32 mode) { mDemoMode = mode; }
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u32 getDemoMode() const { return mDemoMode; }
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int getParam1() const { return mParam1; }
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void setOriginalDemoType() { setDemoType(3); }
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void setSpecialDemoType() { setDemoType(5); }
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void setSystemDemoType() { setDemoType(2); }
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void setStick(f32 stick) { mStick = stick; }
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void setMoveAngle(s16 angle) { mDemoMoveAngle = angle; }
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s16 getMoveAngle() const { return mDemoMoveAngle; }
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f32 getStick() { return mStick; }
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int getParam0() const { return mParam0; }
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void setParam0(int value) { mParam0 = value; }
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void setParam1(int value) { mParam1 = value; }
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void setParam2(int value) { mParam2 = value; }
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private:
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/* 0x00 */ u16 mDemoType;
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/* 0x02 */ s16 mDemoMoveAngle;
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/* 0x04 */ s16 mTimer;
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/* 0x06 */ s16 mParam2;
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/* 0x08 */ int mParam0;
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/* 0x0C */ int mParam1;
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/* 0x10 */ u32 mDemoMode;
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/* 0x14 */ f32 mStick;
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}; // Size: 0x18
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class daPy_py_c : public fopAc_ac_c {
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public:
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enum daPy_PROC {};
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/* 0x290 */ u8 mAttackState;
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/* 0x291 */ u8 field_0x291;
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/* 0x292 */ u8 field_0x292[0x294 - 0x292];
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/* 0x294 */ s16 field_0x294;
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/* 0x296 */ s16 mQuakeTimer;
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/* 0x298 */ int field_0x298;
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/* 0x29C */ u32 field_0x29c;
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/* 0x2A0 */ u32 field_0x2a0;
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/* 0x2A4 */ u32 field_0x2a4;
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/* 0x2A8 */ f32 field_0x2a8;
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/* 0x2AC */ u8 field_0x2AC[0x2B0 - 0x2AC];
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/* 0x2B0 */ f32 field_0x2b0;
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/* 0x2B4 */ u8 field_0x2B4[0x2BC - 0x2B4];
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/* 0x2BC */ cXyz mHeadTopPos;
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/* 0x2C8 */ cXyz mSwordTopPos;
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/* 0x2D4 */ cXyz field_0x2d4;
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/* 0x2E0 */ cXyz field_0x2e0;
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/* 0x2EC */ cXyz mRopePos;
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/* 0x2F8 */ f32 field_0x2f8;
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/* 0x2FC */ u8 field_0x2FC[0x300 - 0x2FC];
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/* 0x300 */ f32 field_0x300;
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/* 0x304 */ daPy_demo_c mDemo;
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virtual void getLeftHandMatrix();
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virtual void getRightHandMatrix();
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virtual void getGroundY();
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virtual void getTactMusic() const;
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virtual void getTactTimerCancel() const;
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virtual void checkPlayerGuard() const;
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virtual void getGrabMissActor();
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virtual void checkPlayerFly() const;
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virtual void checkFrontRoll() const;
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virtual void checkBottleSwing() const;
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virtual void checkCutCharge() const;
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virtual void getBokoFlamePos(cXyz*);
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virtual void checkTactWait() const;
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virtual void setTactZev(unsigned int, int, char*);
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virtual void onDekuSpReturnFlg(u8);
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virtual void checkComboCutTurn() const;
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virtual void getBaseAnimeFrameRate();
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virtual void getBaseAnimeFrame();
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virtual void getItemID() const;
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virtual void getThrowBoomerangID() const;
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virtual void getGrabActorID() const;
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virtual void checkGrabBarrel();
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virtual void checkPlayerNoDraw();
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virtual void checkRopeTag();
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virtual void checkRopeReadyAnime() const;
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virtual void voiceStart(u32);
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virtual void setOutPower(f32, s16, int);
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virtual void onFrollCrashFlg(u32);
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virtual void getModelJointMtx(u16);
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virtual void getOldSpeedY();
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virtual void setHookshotCarryOffset(unsigned int, const cXyz*);
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virtual void setPlayerPosAndAngle(cXyz*, s16);
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virtual void setPlayerPosAndAngle(cXyz*, csXyz*);
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virtual void setPlayerPosAndAngle(float (*)[4]);
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virtual void setThrowDamage(cXyz*, s16, f32, f32, int);
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virtual void changeTextureAnime(u16, u16, int);
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virtual void cancelChangeTextureAnime();
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void getSwordTopPos() const;
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void getLeftHandPos() const;
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void getRopeJumpLand() const;
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void checkRopeForceEnd() const;
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void getHeadTopPos() const;
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void changePlayer(fopAc_ac_c*);
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void objWindHitCheck(dCcD_Cyl*);
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void setDoButtonQuake();
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void stopDoButtonQuake(int);
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void getRopePos() const;
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};
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#endif /* D_A_PLAYER */
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