#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 fopAc_ac_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 */ void getHandPos1(int); /* 80AFD5F0 */ void getHandPos2(int); /* 80AFD6D8 */ void setHintEvent(s32, u16, int); /* 80AFD6F0 */ void main(); /* 80AFD938 */ void setParam(); /* 80AFDAA4 */ void ctrlBtk(); /* 80AFDB70 */ void setAttnPos(); /* 80AFDEC0 */ void setExpressionAnm(int, bool); /* 80AFE0BC */ void setExpressionBtp(int); /* 80AFE1BC */ bool 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); static u8 mEvtSeqList[72]; private: /* 0x568 */ u8 field_0x568[0xe14 - 0x568]; }; 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 */