#ifndef D_A_E_ZM_H #define D_A_E_ZM_H #include "d/d_bg_s_acch.h" #include "d/d_cc_d.h" #include "d/d_cc_uty.h" #include "f_op/f_op_actor_mng.h" /** * @ingroup actors-enemies * @class daE_ZM_c * @brief Zant Mask * * @details * */ class daE_ZM_c : public fopEn_enemy_c { public: int draw(); void setBck(int, u8, f32, f32); void setActionMode(int, int); void damage_check(); bool mCutTypeCheck(); void executeSearchPoint(); void executeWait(); void executeMove(); void executeAttack(); void executeDamage(); void executeDead(); void executeBullet(); void action(); void mtx_set(); void cc_set(); int execute(); int _delete(); int CreateHeap(); cPhs_Step create(); /* 0x5AC */ request_of_phase_process_class mPhase; /* 0x5B4 */ mDoExt_McaMorfSO* mpModelMorf; /* 0x5B8 */ Z2CreatureEnemy mSound; /* 0x65C */ int mAction; /* 0x660 */ int mMode; /* 0x664 */ u8 field_0x664[0x668 - 0x664]; /* 0x668 */ int mAnm; /* 0x66C */ cXyz field_0x66c[10]; /* 0x6E4 */ u8 field_0x6e4; /* 0x6E5 */ u8 field_0x6e5; /* 0x6E6 */ u8 field_0x6e6[0x6f4 - 0x6e6]; /* 0x6F4 */ cXyz field_0x6f4; /* 0x700 */ csXyz field_0x700; /* 0x708 */ f32 mColor[3]; /* 0x714 */ f32 field_0x714; /* 0x718 */ f32 field_0x718; /* 0x71C */ f32 field_0x71c; /* 0x720 */ s16 field_0x720; /* 0x722 */ u8 field_0x722; /* 0x723 */ u8 field_0x723; /* 0x724 */ u8 field_0x724; /* 0x725 */ u8 mTimer; /* 0x726 */ u8 arg0; /* 0x727 */ u8 arg1; /* 0x728 */ u8 arg2; /* 0x729 */ u8 bitSw; /* 0x72A */ u8 bitSw2; /* 0x72B */ u8 field_0x72b; /* 0x72C */ u8 field_0x72c; /* 0x72D */ u8 field_0x72d; /* 0x730 */ u32 field_0x730[3]; /* 0x73C */ dBgS_AcchCir mAcchCir; /* 0x77C */ dBgS_ObjAcch mBgc; /* 0x954 */ dCcD_Stts mStts; /* 0x990 */ dCcD_Cyl mCyl; /* 0xACC */ dCcD_Sph mSph; /* 0xC04 */ dCcU_AtInfo mAtInfo; /* 0xC28 */ bool field_0xc28; /* 0xC29 */ u8 field_0xc29[0xc3c - 0xc29]; }; STATIC_ASSERT(sizeof(daE_ZM_c) == 0xc3c); #endif /* D_A_E_ZM_H */