mirror of https://github.com/zeldaret/tp.git
70 lines
2.1 KiB
C++
70 lines
2.1 KiB
C++
#ifndef D_A_NPC_SOLA_H
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#define D_A_NPC_SOLA_H
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#include "d/actor/d_a_npc.h"
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/**
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* @ingroup actors-npcs
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* @class daNpc_solA_c
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* @brief Soldier A (Castle Town?)
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*
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* @details
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*
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*/
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class daNpc_solA_c : public fopAc_ac_c {
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public:
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/* 80AECBAC */ ~daNpc_solA_c();
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/* 80AECCD0 */ void create();
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/* 80AECF58 */ void CreateHeap();
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/* 80AED0F8 */ void Delete();
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/* 80AED12C */ void Execute();
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/* 80AED14C */ void Draw();
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/* 80AED1E8 */ void createHeapCallBack(fopAc_ac_c*);
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/* 80AED208 */ void ctrlJointCallBack(J3DJoint*, int);
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/* 80AED260 */ bool getType();
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/* 80AED268 */ void getFlowNodeNo();
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/* 80AED284 */ void isDelete();
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/* 80AED294 */ void reset();
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/* 80AED3B8 */ void setParam();
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/* 80AED4A4 */ void setAfterTalkMotion();
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/* 80AED504 */ void srchActors();
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/* 80AED508 */ void evtTalk();
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/* 80AED608 */ void evtCutProc();
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/* 80AED6D0 */ void action();
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/* 80AED758 */ void beforeMove();
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/* 80AED7D0 */ void setAttnPos();
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/* 80AED9DC */ void setCollision();
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/* 80AEDABC */ bool drawDbgInfo();
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/* 80AEDAC4 */ void drawOtherMdl();
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/* 80AEDAC8 */ void selectAction();
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/* 80AEDB10 */ void chkAction(int (daNpc_solA_c::*)(void*));
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/* 80AEDB3C */ void setAction(int (daNpc_solA_c::*)(void*));
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/* 80AEDBE4 */ void wait(void*);
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/* 80AEDD60 */ void talk(void*);
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/* 80AEEF40 */ daNpc_solA_c(daNpcT_faceMotionAnmData_c const*, daNpcT_motionAnmData_c const*,
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daNpcT_MotionSeqMngr_c::sequenceStepData_c const*, int,
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daNpcT_MotionSeqMngr_c::sequenceStepData_c const*, int,
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daNpcT_evtData_c const*, char**);
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/* 80AEF07C */ s32 getHeadJointNo();
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/* 80AEF084 */ s32 getNeckJointNo();
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/* 80AEF08C */ bool getBackboneJointNo();
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static void* mCutNameList;
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static u8 mCutList[12];
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private:
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/* 0x568 */ u8 field_0x568[0xfa0 - 0x568];
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};
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STATIC_ASSERT(sizeof(daNpc_solA_c) == 0xfa0);
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class daNpc_solA_Param_c {
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public:
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/* 80AEF094 */ ~daNpc_solA_Param_c();
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static u8 const m[140];
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};
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#endif /* D_A_NPC_SOLA_H */
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