#ifndef D_A_NPC_KAKASHI_H #define D_A_NPC_KAKASHI_H #include "d/actor/d_a_npc.h" /** * @ingroup actors-npcs * @class daNpc_Kakashi_c * @brief Scarecrow * * @details * */ class daNpc_Kakashi_c : public fopAc_ac_c { public: /* 8054B36C */ ~daNpc_Kakashi_c(); /* 8054B4E8 */ void create(); /* 8054B7D8 */ void CreateHeap(); /* 8054B908 */ void Delete(); /* 8054B93C */ void Execute(); /* 8054B994 */ void Draw(); /* 8054B9D8 */ void ctrlJoint(J3DJoint*, J3DModel*); /* 8054BB34 */ void createHeapCallBack(fopAc_ac_c*); /* 8054BB54 */ void ctrlJointCallBack(J3DJoint*, int); /* 8054BBAC */ void getType(); /* 8054BC10 */ void isDelete(); /* 8054BC98 */ void reset(); /* 8054BEA8 */ void setParam(); /* 8054BF88 */ void srchActors(); /* 8054BF8C */ void checkChangeEvt(); /* 8054C034 */ void evtTalk(); /* 8054C0D4 */ void evtEndProc(); /* 8054C0E8 */ void evtCutProc(); /* 8054C1B0 */ void action(); /* 8054C268 */ void beforeMove(); /* 8054C2E0 */ void setAttnPos(); /* 8054C584 */ void setCollision(); /* 8054C924 */ bool drawDbgInfo(); /* 8054C92C */ void selectAction(); /* 8054CA1C */ void chkAction(int (daNpc_Kakashi_c::*)(void*)); /* 8054CA48 */ void setAction(int (daNpc_Kakashi_c::*)(void*)); /* 8054CAF0 */ void hitChk(); /* 8054CEA0 */ void setStaggerParam(fopAc_ac_c*); /* 8054D26C */ void setPrtcls(int); /* 8054D374 */ void judgeSwdTutorial(); /* 8054D490 */ void cutSwdTutorial(int); /* 8054D57C */ void cutGetWoodSwd(int); /* 8054D604 */ void cutMarosWhisper(int); /* 8054D668 */ void wait(void*); /* 8054D694 */ void swdTutorial(void*); /* 8054D8BC */ void talk(void*); /* 8054E804 */ daNpc_Kakashi_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**); static void* mCutNameList[4]; static u8 mCutList[48]; private: /* 0x568 */ u8 field_0x568[0x1398 - 0x568]; }; STATIC_ASSERT(sizeof(daNpc_Kakashi_c) == 0x1398); class daNpc_Kakashi_Param_c { public: /* 8054EA58 */ ~daNpc_Kakashi_Param_c(); static u8 const m[152]; }; #endif /* D_A_NPC_KAKASHI_H */