#ifndef D_A_E_BS_H #define D_A_E_BS_H #include "f_op/f_op_actor_mng.h" #include "d/d_bg_s_acch.h" #include "d/d_cc_d.h" #include "d/d_cc_uty.h" /** * @ingroup actors-enemies * @class e_bs_class * @brief Stalkin (Baby Stal) * * @details * */ class e_bs_class { public: /* 0x000 */ fopEn_enemy_c enemy; /* 0x5AC */ request_of_phase_process_class phase; /* 0x5B4 */ s16 mode; /* 0x5B6 */ u8 prm0; /* 0x5B7 */ u8 prm1; /* 0x5B8 */ u8 field_0x5B8[0x5C8 - 0x5B8]; /* 0x5C8 */ s16 field_0x5c8; /* 0x5CC */ mDoExt_McaMorfSO* modelMorf; /* 0x5D0 */ int anm; /* 0x5D4 */ mDoExt_McaMorf* weponModelMorf; /* 0x5D8 */ Z2CreatureEnemy sound; /* 0x67C */ s16 counter; /* 0x67E */ s16 action; /* 0x680 */ f32 player_dist; /* 0x684 */ s16 angleY_to_player; /* 0x686 */ s16 angleX_to_player; /* 0x688 */ f32 pl_recognize_dist; /* 0x68C */ f32 appear_range; /* 0x690 */ f32 field_0x690; /* 0x694 */ s8 is_draw_shadow; /* 0x698 */ u32 shadowId; /* 0x69C */ s16 timers[4]; /* 0x6A4 */ s16 invulnerabilityTimer; /* 0x6A6 */ s8 is_wep_attack; /* 0x6A7 */ s8 field_0x6a7; /* 0x6A8 */ s8 field_0x6a8; /* 0x6AA */ s16 field_0x6aa; /* 0x6AC */ s16 head_rot_y; /* 0x6AE */ s16 field_0x6ae; /* 0x6B0 */ s16 head_rot_z; /* 0x6B2 */ s16 field_0x6b2; /* 0x6B4 */ s16 field_0x6b4; /* 0x6B8 */ f32 field_0x6b8; /* 0x6BC */ s16 field_0x6bc; /* 0x6BE */ u8 field_0x6BE[0x6C8 - 0x6BE]; /* 0x6C8 */ cXyz field_0x6c8; /* 0x6D4 */ u8 field_0x6D4[0x6D8 - 0x6D4]; /* 0x6D8 */ dBgS_AcchCir acchcir; /* 0x718 */ dBgS_ObjAcch acch; /* 0x8F0 */ dCcD_Stts ccStts; /* 0x92C */ dCcD_Sph ccSph[2]; /* 0xB9C */ dCcD_Sph atSph; /* 0xCD4 */ dCcU_AtInfo atInfo; /* 0xCF8 */ u8 HIOInit; }; STATIC_ASSERT(sizeof(e_bs_class) == 0xcfc); #endif /* D_A_E_BS_H */