tp/include/d/actor/d_a_npc_zanb.h

74 lines
2.3 KiB
C++

#ifndef D_A_NPC_ZANB_H
#define D_A_NPC_ZANB_H
#include "d/actor/d_a_npc.h"
/**
* @ingroup actors-npcs
* @class daNpc_zanB_c
* @brief Zant Boss (Unused?)
*
* @details
*
*/
class daNpc_zanB_c : public fopAc_ac_c {
public:
/* 80B68F2C */ ~daNpc_zanB_c();
/* 80B6904C */ void create();
/* 80B69330 */ void CreateHeap();
/* 80B6975C */ void Delete();
/* 80B69790 */ void Execute();
/* 80B697B0 */ void Draw();
/* 80B69844 */ void createHeapCallBack(fopAc_ac_c*);
/* 80B69864 */ void ctrlJointCallBack(J3DJoint*, int);
/* 80B698BC */ void getType();
/* 80B698DC */ bool isDelete();
/* 80B698E4 */ void reset();
/* 80B69A3C */ void afterJntAnm(int);
/* 80B69AC8 */ void checkChangeEvt();
/* 80B69B7C */ void setParam();
/* 80B69CA8 */ void setAfterTalkMotion();
/* 80B69D08 */ void srchActors();
/* 80B69D0C */ void evtTalk();
/* 80B69DAC */ void evtCutProc();
/* 80B69E74 */ void action();
/* 80B69F60 */ void beforeMove();
/* 80B69FD8 */ void setAttnPos();
/* 80B6A268 */ void setCollision();
/* 80B6A408 */ bool drawDbgInfo();
/* 80B6A410 */ void drawGhost();
/* 80B6A47C */ void selectAction();
/* 80B6A4C4 */ void chkAction(int (daNpc_zanB_c::*)(void*));
/* 80B6A4F0 */ void setAction(int (daNpc_zanB_c::*)(void*));
/* 80B6A598 */ void wait(void*);
/* 80B6A874 */ void talk(void*);
/* 80B6BADC */ daNpc_zanB_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**);
/* 80B6BC18 */ s32 getEyeballMaterialNo();
/* 80B6BC20 */ s32 getHeadJointNo();
/* 80B6BC28 */ s32 getNeckJointNo();
/* 80B6BC30 */ bool getBackboneJointNo();
/* 80B6BC38 */ void checkChangeJoint(int);
/* 80B6BC48 */ void checkRemoveJoint(int);
static void* mCutNameList;
static u8 mCutList[12];
private:
/* 0x568 */ u8 field_0x568[0xfa0 - 0x568];
};
STATIC_ASSERT(sizeof(daNpc_zanB_c) == 0xfa0);
class daNpc_zanB_Param_c {
public:
/* 80B6BC58 */ ~daNpc_zanB_Param_c();
static u8 const m[140];
};
#endif /* D_A_NPC_ZANB_H */