#ifndef D_A_NPC_SOLDIERA_H #define D_A_NPC_SOLDIERA_H #include "d/actor/d_a_npc.h" /** * @ingroup actors-npcs * @class daNpc_SoldierA_c * @brief Soldier A (Castle Town?) * * @details * */ class daNpc_SoldierA_c : public fopAc_ac_c { public: /* 80AEF58C */ daNpc_SoldierA_c(); /* 80AEF7A0 */ ~daNpc_SoldierA_c(); /* 80AEF9A0 */ void create(); /* 80AEFC80 */ void CreateHeap(); /* 80AEFE4C */ void Delete(); /* 80AEFE80 */ void Execute(); /* 80AEFEA0 */ void Draw(); /* 80AEFF14 */ void ctrlJoint(J3DJoint*, J3DModel*); /* 80AF0110 */ void createHeapCallBack(fopAc_ac_c*); /* 80AF0130 */ void ctrlJointCallBack(J3DJoint*, int); /* 80AF017C */ void setParam(); /* 80AF02B0 */ void main(); /* 80AF0428 */ bool ctrlBtk(); /* 80AF0430 */ void setAttnPos(); /* 80AF0928 */ bool setMotionAnm(int, f32); /* 80AF0A38 */ void setMotion(int, f32, int); /* 80AF0A7C */ bool drawDbgInfo(); /* 80AF0A84 */ void drawOtherMdls(); /* 80AF0B30 */ void getTypeFromParam(); /* 80AF0B7C */ void isDelete(); /* 80AF0BB0 */ void reset(); /* 80AF0D34 */ void playMotion(); /* 80AF0F50 */ void chkAction(int (daNpc_SoldierA_c::*)(void*)); /* 80AF0F7C */ void setAction(int (daNpc_SoldierA_c::*)(void*)); /* 80AF1024 */ void selectAction(); /* 80AF10A4 */ void doNormalAction(int); /* 80AF11B8 */ void doEvent(); /* 80AF1488 */ void setLookMode(int); /* 80AF14AC */ void lookat(); /* 80AF1734 */ void wait(void*); /* 80AF18B0 */ void talk(void*); /* 80AF1A48 */ void ECut_talkLake(int); /* 80AF1B8C */ void ECut_listenLake(int); /* 80AF1CA4 */ void test(void*); static void* mEvtCutNameList[3]; static u8 mEvtCutList[36]; private: /* 0x568 */ u8 field_0x568[0xe20 - 0x568]; }; STATIC_ASSERT(sizeof(daNpc_SoldierA_c) == 0xe20); class daNpc_SoldierA_Param_c { public: /* 80AF267C */ ~daNpc_SoldierA_Param_c(); static u8 const m[108]; }; #endif /* D_A_NPC_SOLDIERA_H */