#ifndef D_A_OBJ_ZDOOR_H #define D_A_OBJ_ZDOOR_H #include "d/d_bg_s_movebg_actor.h" #include "d/d_com_inf_game.h" #include "f_op/f_op_actor_mng.h" #include "f_op/f_op_actor_mng.h" /** * @ingroup actors-objects * @class daZdoor_c * @brief Zelda Door * * @details * */ class daZdoor_c : public dBgS_MoveBgActor { public: /* 80D3F65C */ void init_cyl(); /* 80D3F740 */ void set_cyl(); /* 80D3F884 */ void setBaseMtx(); /* 80D3F8F8 */ int Create(); /* 80D3F970 */ int CreateHeap(); /* 80D3F9F0 */ int create1st(); /* 80D3FACC */ int Execute(Mtx**); /* 80D3FCE8 */ int Draw(); /* 80D3FD8C */ int Delete(); u32 getType() { return fopAcM_GetParamBit(this, 0, 4); } private: /* 0x5A0 */ request_of_phase_process_class mPhaseReq; /* 0x5A8 */ J3DModel* mpModel; /* 0x5AC */ dBgS_ObjAcch mObjAcch; /* 0x784 */ dBgS_AcchCir mAcchCir; /* 0x7C4 */ dCcD_Stts mStts; /* 0x800 */ dCcD_Cyl field_0x800[4]; /* 0xCF0 */ dCcD_Cyl field_0xcf0; /* 0xE2C */ s16 field_0xe2c; /* 0xE2E */ s16 field_0xe2e; /* 0xE30 */ u8 field_0xe30; }; STATIC_ASSERT(sizeof(daZdoor_c) == 0xE34); #endif /* D_A_OBJ_ZDOOR_H */