#ifndef D_A_OBJ_NOUGU_H #define D_A_OBJ_NOUGU_H #include "f_op/f_op_actor_mng.h" #include "d/d_bg_s_acch.h" #include "d/d_cc_d.h" /** * @ingroup actors-objects * @class daObj_Nougu_c * @brief Farm Tools * * @details * */ class daObj_Nougu_c : public fopAc_ac_c { public: /* 0x568 */ u8 field_0x568[0x56C - 0x568]; /* 0x56C */ request_of_phase_process_class mPhase; /* 0x574 */ J3DModel* mpModel; /* 0x578 */ dBgS_ObjAcch mAcch; /* 0x750 */ dCcD_Stts mCcStts; /* 0x78C */ dBgS_AcchCir mAcchCir; /* 0x7CC */ cBgS_GndChk mGndChk; /* 0x808 */ dCcD_Sph mCcSph[5]; /* 0xE20 */ f32 mGroundH; /* 0xE24 */ u32 mShadowId; /* 0xE28 */ u8 mType; virtual ~daObj_Nougu_c(); int create(); int CreateHeap(); int Delete(); int Execute(); int Draw(); static int createHeapCallBack(fopAc_ac_c*); const char* getResName(); int isDelete(); void setEnvTevColor(); void setRoomNo(); void setMtx(); int getType() { return 0; } static dCcD_SrcSph mCcDSph; }; STATIC_ASSERT(sizeof(daObj_Nougu_c) == 0xe30); struct daObj_Nougu_HIOParam { /* 0x0 */ f32 attention_offset; /* 0x4 */ f32 gravity; /* 0x8 */ f32 scale; /* 0xC */ f32 shadow_size; }; class daObj_Nougu_Param_c { public: virtual ~daObj_Nougu_Param_c() {} static const daObj_Nougu_HIOParam m; }; #endif /* D_A_OBJ_NOUGU_H */