#ifndef D_A_OBJ_CRVHAHEN_H #define D_A_OBJ_CRVHAHEN_H #include "d/d_com_inf_game.h" #include "f_op/f_op_actor_mng.h" #include "m_Do/m_Do_ext.h" #include "m_Do/m_Do_lib.h" /** * @ingroup actors-objects * @class daObjCRVHAHEN_c * @brief Bulblin Camp Caraven Wooden Fence Fragments * * @details Hahen (はへん) a fragment, shard, or splinter. * physics-enabled shards or fragments that simulate debris from destruction. * */ class daObjCRVHAHEN_c : public fopAc_ac_c { public: /* 80BD342C */ int HahenSet(cXyz, cXyz, cXyz, cXyz, f32); /* 80BD3628 */ bool Wall_Check(cXyz, cXyz); /* 80BD3720 */ void Hahen_Hakai(int, int); /* 80BD38DC */ void CheckCull(); /* 80BD3A9C */ bool checkViewArea(cXyz*); /* 80BD3B20 */ int Execute(); /* 80BD3B74 */ int Delete(); /* 80BD3C0C */ void setBaseMtx(); /* 80BD3DBC */ int create(); /* 80BD3338 */ int CreateHeap(); /* 80BD3CA0 */ int Draw(); /* 0x568 */ cXyz mPos[10]; /* 0x5e0 */ cXyz mVelocity[10]; /* 0x658 */ cXyz mInitialPos[10]; /* 0x6d0 */ csXyz mRotation[10]; /* 0x70c */ csXyz mRotSpeed[10]; /* 0x748 */ u32 mFlags; /* 0x74c */ f32 mGroundHeight; /* 0x750 */ bool mDrawHahen; /* 0x751 */ u8 mStatus[10]; /* 0x75b */ u8 field_0x75b; /* 0x75c */ f32 mTimer; /* 0x760 */ J3DModel* mpModel[10]; /* 0x788 */ request_of_phase_process_class mPhase; /* 0x790 */ u8 mEffectState; /* 0x791 */ bool mInitialized; /* 0x792 */ u8 mCounter; /* 0x793 */ u8 mDrawState; }; STATIC_ASSERT(sizeof(daObjCRVHAHEN_c) == 0x794); #endif /* D_A_OBJ_CRVHAHEN_H */