tp/include/d/actor/d_a_npc_theB.h

74 lines
2.2 KiB
C++

#ifndef D_A_NPC_THEB_H
#define D_A_NPC_THEB_H
#include "d/actor/d_a_npc.h"
/**
* @ingroup actors-npcs
* @class daNpcTheB_c
* @brief Telma B
*
* @details
*
*/
class daNpcTheB_c : public daNpcF_c {
public:
/* 80AFC76C */ daNpcTheB_c();
/* 80AFC980 */ ~daNpcTheB_c();
/* 80AFCB44 */ void create();
/* 80AFCD98 */ void CreateHeap();
/* 80AFD1FC */ void Delete();
/* 80AFD230 */ void Execute();
/* 80AFD250 */ void Draw();
/* 80AFD2A8 */ void ctrlJoint(J3DJoint*, J3DModel*);
/* 80AFD49C */ void createHeapCallBack(fopAc_ac_c*);
/* 80AFD4BC */ void ctrlJointCallBack(J3DJoint*, int);
/* 80AFD508 */ cXyz getHandPos1(int);
/* 80AFD5F0 */ cXyz getHandPos2(int);
/* 80AFD6D8 */ void setHintEvent(s32, u16, int);
/* 80AFD6F0 */ BOOL main();
/* 80AFD938 */ void setParam();
/* 80AFDAA4 */ BOOL ctrlBtk();
/* 80AFDB70 */ void setAttnPos();
/* 80AFDEC0 */ bool setExpressionAnm(int, bool);
/* 80AFE0BC */ bool setExpressionBtp(int);
/* 80AFE1BC */ void setMotionAnm(int, f32);
/* 80AFE398 */ BOOL drawDbgInfo();
/* 80AFE3A0 */ void reset();
/* 80AFE574 */ void playExpression();
/* 80AFE704 */ void playMotion();
/* 80AFE920 */ void doNormalAction();
/* 80AFEA14 */ void doEvent();
/* 80AFED24 */ void lookat();
/* 80AFEECC */ void wait(void*);
/* 80AFF45C */ void setMotion(int, f32, int);
/* 80AFF4A0 */ void setExpression(int, f32);
/* 80AFF4CC */ void talk(void*);
/* 80AFF6AC */ void EvCut_PersonalCombatIntro(int);
/* 80AFF888 */ void EvCut_PersonalCombatRevenge(int);
/* 80AFFBB4 */ void EvCut_PersonalCombatAfter();
/* 80AFFEF4 */ void EvCut_AnnulationFieldRace(int);
/* 80AFFFE0 */ void EvCut_TheBHint(int);
/* 80B00204 */ void EvCut_CoachGuardGameOver(int);
void setTRMtx(MtxP mtx) { mpMorf->getModel()->setBaseTRMtx(mtx); }
void setGameOver() { mGameOver = 1; }
static u8 mEvtSeqList[72];
private:
/* 0xB48 */ u8 field_0xb48[0xe0d - 0xb48];
/* 0xE0D */ u8 mGameOver;
/* 0xE0E */ u8 field_0xe0e[0xe14 - 0xe0e];
};
STATIC_ASSERT(sizeof(daNpcTheB_c) == 0xe14);
struct daNpcTheB_Param_c {
/* 80B00D00 */ ~daNpcTheB_Param_c();
static u8 const m[108];
};
#endif /* D_A_NPC_THEB_H */