Shipwright/soh/src/overlays/actors/ovl_En_Daiku/z_en_daiku.h

41 lines
1.2 KiB
C

#ifndef Z_EN_DAIKU_H
#define Z_EN_DAIKU_H
#include "ultra64.h"
#include "global.h"
struct EnDaiku;
typedef void (*EnDaikuActionFunc)(struct EnDaiku*, GlobalContext*);
typedef struct EnDaiku {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ EnDaikuActionFunc actionFunc;
/* 0x0194 */ ColliderCylinder collider;
/* 0x01E0 */ char unk_1E0[4];
/* 0x01E4 */ s32 talkState;
/* 0x01E8 */ char unk_1E8[4];
/* 0x01EC */ s32 waypoint;
/* 0x01F0 */ f32 runSpeed;
/* 0x01F4 */ s32 currentAnimIndex;
/* 0x01F8 */ char unk_1F8[4];
/* 0x01FC */ s32 subCamActive;
/* 0x0200 */ s32 escapeSubCamTimer;
/* 0x0204 */ s32 subCamId;
/* 0x0208 */ s16 rotYtowardsPath;
/* 0x020C */ Vec3f subCamEyeInit;
/* 0x0218 */ Vec3f subCamAtTarget;
/* 0x0224 */ Vec3f subCamEye;
/* 0x0230 */ Vec3f subCamAt;
/* 0x023C */ s32 stateFlags;
/* 0x0240 */ s32 startFightSwitchFlag;
/* 0x0244 */ struct_80034A14_arg1 unk_244; // probably related to animating torso and head towards the player
/* 0x026C */ Vec3s jointTable[17];
/* 0x02D2 */ Vec3s morphTable[17];
/* 0x0338 */ Vec3s initRot;
/* 0x0340 */ Vec3f initPos;
} EnDaiku; // size = 0x034C
#endif