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https://github.com/krystalgamer/spidey-decomp.git
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74 lines
1.4 KiB
C++
74 lines
1.4 KiB
C++
#pragma once
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#ifndef SCORPION_H
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#define SCORPION_H
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#include "export.h"
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#include "baddy.h"
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class CScorpion : public CBaddy {
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public:
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EXPORT void NextRoom(void);
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EXPORT void* GetCurrentTarget(void);
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EXPORT CSuper* FindJonah(void);
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EXPORT i32 SetJonahHandle(SHandle*);
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EXPORT void DoIntroSequence(void);
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EXPORT void Gloat(void);
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EXPORT void DetermineTarget(void);
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EXPORT void TakeHit(void);
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EXPORT void GetTrapped(void);
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EXPORT void PlayXA_NoRepeat(i32, i32, i32, i32*, CBody*);
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EXPORT i32 ScorpPathCheck(CVector*, CVector*, CVector*, i32);
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EXPORT i32 PathLooksGood(CVector*);
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EXPORT u32 WhatShouldIDo(void);
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EXPORT void TargetPlayer(i32);
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EXPORT i32 GetEnvironmentalObjectTarget(void);
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i32 field_324;
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u8 padAfter324[0xBD4-0x324-4];
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i32 field_BD4;
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i32 field_BD8;
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u8 padAfterBD8[0xBE8-0xBD8-4];
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i32 field_BE8;
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CSuper* field_BEC;
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SHandle hCurrentTarget;
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i32 field_BF8;
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u8 padAfterBF8[0xC10-0xBF8-4];
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i32 field_C10;
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i32 field_C14;
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i32 field_C18;
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u8 padAfterC18[0x4];
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i32 field_C20;
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u8 padScorpion[0xC28-0xC20-4];
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};
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class CConstantLaser : public CNonRenderedBit
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{
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public:
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EXPORT CConstantLaser(i32);
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EXPORT void SetRGB(u8, u8, u8, u8, u8, u8, u8, u8, u8, u8, u8, u8);
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u8 topPad[0x10];
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u8 field_4C[12];
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u8 padAfter4C[0x60-0x4C-0xC];
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i32 field_60;
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};
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EXPORT void Scorpion_GetCurrentTarget(unsigned int*, unsigned int*);
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void validate_CScorpion(void);
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void validate_CConstantLaser(void);
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#endif
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