tp/include/d/actor/d_a_npc_sola.h

70 lines
2.1 KiB
C++

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