tp/include/d/actor/d_a_npc_soldierB.h

68 lines
1.9 KiB
C++

#ifndef D_A_NPC_SOLDIERB_H
#define D_A_NPC_SOLDIERB_H
#include "d/actor/d_a_npc.h"
/**
* @ingroup actors-npcs
* @class daNpc_SoldierB_c
* @brief Soldier B (Castle Town?)
*
* @details
*
*/
class daNpc_SoldierB_c : public fopAc_ac_c {
public:
/* 80AF2CAC */ daNpc_SoldierB_c();
/* 80AF2EC0 */ ~daNpc_SoldierB_c();
/* 80AF30C0 */ void create();
/* 80AF33A0 */ void CreateHeap();
/* 80AF356C */ void Delete();
/* 80AF35A0 */ void Execute();
/* 80AF35C0 */ void Draw();
/* 80AF3634 */ void ctrlJoint(J3DJoint*, J3DModel*);
/* 80AF3830 */ void createHeapCallBack(fopAc_ac_c*);
/* 80AF3850 */ void ctrlJointCallBack(J3DJoint*, int);
/* 80AF389C */ void setParam();
/* 80AF39B8 */ void main();
/* 80AF3B30 */ bool ctrlBtk();
/* 80AF3B38 */ void setAttnPos();
/* 80AF4030 */ bool setMotionAnm(int, f32);
/* 80AF4130 */ void setMotion(int, f32, int);
/* 80AF4174 */ bool drawDbgInfo();
/* 80AF417C */ void drawOtherMdls();
/* 80AF4228 */ void getTypeFromParam();
/* 80AF4248 */ void isDelete();
/* 80AF426C */ void reset();
/* 80AF43E4 */ void playMotion();
/* 80AF4508 */ void chkAction(int (daNpc_SoldierB_c::*)(void*));
/* 80AF4534 */ void setAction(int (daNpc_SoldierB_c::*)(void*));
/* 80AF45DC */ void selectAction();
/* 80AF465C */ void doNormalAction(int);
/* 80AF4770 */ void doEvent();
/* 80AF49E4 */ void setLookMode(int);
/* 80AF4A08 */ void lookat();
/* 80AF4CFC */ void wait(void*);
/* 80AF4DBC */ void talk(void*);
/* 80AF4F54 */ void ECut_listenLake(int);
/* 80AF50AC */ void test(void*);
static void* mEvtCutNameList[2];
static u8 mEvtCutList[24];
private:
/* 0x568 */ u8 field_0x568[0xe20 - 0x568];
};
STATIC_ASSERT(sizeof(daNpc_SoldierB_c) == 0xe20);
class daNpc_SoldierB_Param_c {
public:
/* 80AF5A68 */ ~daNpc_SoldierB_Param_c();
static u8 const m[108];
};
#endif /* D_A_NPC_SOLDIERB_H */