#ifndef D_A_NPC_GND_H #define D_A_NPC_GND_H #include "d/actor/d_a_npc.h" /** * @ingroup actors-npcs * @class daNpc_Gnd_c * @brief Ganondorf * * @details * */ class daNpc_Gnd_c : public fopAc_ac_c { public: /* 809BB60C */ ~daNpc_Gnd_c(); /* 809BB730 */ void create(); /* 809BB9D4 */ void CreateHeap(); /* 809BBE2C */ void Delete(); /* 809BBE60 */ void Execute(); /* 809BBE80 */ void Draw(); /* 809BBF44 */ void createHeapCallBack(fopAc_ac_c*); /* 809BBF64 */ void ctrlJointCallBack(J3DJoint*, int); /* 809BBFBC */ void getType(); /* 809BBFDC */ void getFlowNodeNo(); /* 809BBFF8 */ void isDelete(); /* 809BC028 */ void reset(); /* 809BC168 */ void afterJntAnm(int); /* 809BC1F4 */ void ctrlBtk(); /* 809BC328 */ void setParam(); /* 809BC448 */ void setAfterTalkMotion(); /* 809BC4A8 */ void srchActors(); /* 809BC4AC */ void evtTalk(); /* 809BC5AC */ void evtCutProc(); /* 809BC674 */ void action(); /* 809BC760 */ void beforeMove(); /* 809BC7D8 */ void setAttnPos(); /* 809BCA14 */ void setCollision(); /* 809BCB48 */ bool drawDbgInfo(); /* 809BCB50 */ void afterSetMotionAnm(int, int, f32, int); /* 809BCCE8 */ void selectAction(); /* 809BCD30 */ void chkAction(int (daNpc_Gnd_c::*)(void*)); /* 809BCD5C */ void setAction(int (daNpc_Gnd_c::*)(void*)); /* 809BCE04 */ void wait(void*); /* 809BD050 */ void talk(void*); /* 809BE2D0 */ daNpc_Gnd_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**); /* 809BE40C */ s32 getEyeballRMaterialNo(); /* 809BE414 */ s32 getEyeballLMaterialNo(); /* 809BE41C */ s32 getHeadJointNo(); /* 809BE424 */ s32 getNeckJointNo(); /* 809BE42C */ bool getBackboneJointNo(); static void* mCutNameList; static u8 mCutList[12]; private: /* 0x568 */ u8 field_0x568[0xfa0 - 0x568]; }; STATIC_ASSERT(sizeof(daNpc_Gnd_c) == 0xfa0); class daNpc_Gnd_Param_c { public: /* 809BE434 */ ~daNpc_Gnd_Param_c(); static u8 const m[140]; }; #endif /* D_A_NPC_GND_H */