tp/include/d/actor/d_a_npc_fguard.h

45 lines
1.2 KiB
C++

#ifndef D_A_NPC_FGUARD_H
#define D_A_NPC_FGUARD_H
#include "d/actor/d_a_npc_cd2.h"
#include "SSystem/SComponent/c_math.h"
/**
* @ingroup actors-npcs
* @class daNpcFgd_c
* @brief ???
*
* @details
*
*/
class daNpcFgd_c : public daNpcCd2_c {
public:
void initPosAngle(Vec&, s16);
cPhs__Step create();
void create_init();
inline virtual ~daNpcFgd_c();
int getType() { return fopAcM_GetParam(this) & 0xFF; }
int getObjNum() { return (fopAcM_GetParam(this) >> 8) & 0xFF; }
inline int createHeap();
inline void initCollision();
int getFirstFlag() { return ((fopAcM_GetParam(this) >> 16) & 0xFF) != 0; }
void setAnime(int param_1) { setAnm((J3DAnmTransformKey*)getAnmP(param_1, mObjNum), 1.0f, 12.0f, 2, cM_rndF(5.0f), -1); }
inline void setBaseMtx();
inline void checkGroundHeight();
inline void setCollision();
inline int execute();
inline int draw();
void offDrawFlag() { mFlag = 0; }
void onDrawFlag() { mFlag = 1; }
/* 0xAC8 */ J3DModel* field_0xac8;
/* 0xACC */ int mObjNum;
/* 0xAD0 */ u32 field_0xad0;
/* 0xAD4 */ f32 field_0xad4;
/* 0xAD8 */ u8 mFlag;
};
#endif /* D_A_NPC_FGUARD_H */