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#ifndef __DOSUN_H
#define __DOSUN_H
#include <daEnemy_c.h>
/* All Addresses NTSCv2 */
class daEnDosun_c : public daEnemy_c {
public:
//vtable // 80ae8268
//ctor - Normal // 809f5ad0
//ctor - Big // 809f5b60
int onCreate(); // 809f5bf0
int onDelete(); // 809f5fd0
int onExecute(); // 809f5e50
int onDraw(); // 809f5ea0
//~daEnBigDosun_c(); // 809f7140
void kill(); // 809f7110
void killedByLevelClear(); // 809f6810
void collisionCat3_StarPower(ActivePhysics* apThis, ActivePhysics *apOther); // 809f6050
void _vf108(ActivePhysics* apThis, ActivePhysics* apOther); // 809f5fe0
void collisionCatD_Drill(ActivePhysics* apThis, ActivePhysics* apOther); // 809f7130
void _vf110(ActivePhysics* apThis, ActivePhysics* apOther); // 809f6090
void collisionCat7_GroundPound(ActivePhysics* apThis, ActivePhysics* apOther); // 809f7120
void collisionCat9_RollingObject(ActivePhysics* apThis, ActivePhysics* apOther); // 809f70a0
void collisionCat1_Fireball_E_Explosion(ActivePhysics* apThis, ActivePhysics* apOther); // 809f70e0
bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics* apThis, ActivePhysics* apOther); // 809f70b0
void _vf144(int something); // 809f6120
//State Functions
void DieFall_Begin(); // 809f6e00
void DieFall_Execute(); // 809f6f10
void DieFall_End(); // 809f6f00
void Ice_Begin(); // 809f7020
void Ice_Execute(); // 809f7090
void Ice_End(); // 809f7080
bool CreateIceActors(); // 809f6260
mHeapAllocator_c allocator; // _524
nw4r::g3d::ResFile resFile; // _540
m3d::mdl_c bodyModel; // _544
m3d::anmVis_c anmVis; // _584
u32 collision_struct[4]; // _5BC
float shakePosXoffset; // _5CC shakePosXoffset
u32 bigOrSmall; // _5D0 0=small,1=big
u32 holdsFromSettings; // _5D4 0=normal,1=???,2=alwaysFalling
u16 puruMoveCounter; // _5D8
u16 shakeIndex; // _5DA 0=shake,1=normal
u32 countdownTimer; // _5DC
u32 dieCounter; // _5E0
float unusedXoffset; // _5E4
float unusedYoffset; // _5E8
u32 _5EC; // padding
/* don't have params yet */
void setupBodyModel(); // 809f63f0
void s_809F6530(); // 809f6530
void spawnEffects(); // 809f66a0
USING_STATES(daEnDosun_c);
REF_NINTENDO_STATE(UpWait);
REF_NINTENDO_STATE(DownMoveWait);
REF_NINTENDO_STATE(PuruMove);
REF_NINTENDO_STATE(DownMove_Kameck);
REF_NINTENDO_STATE(DownMove);
REF_NINTENDO_STATE(DownWait);
REF_NINTENDO_STATE(UpMove);
REF_NINTENDO_STATE(DieFall);
REF_NINTENDO_STATE(Ice);
};
#endif
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