#ifndef D_A_NPC_SOLA_H #define D_A_NPC_SOLA_H #include "d/actor/d_a_npc.h" /** * @ingroup actors-npcs * @class daNpc_solA_c * @brief Soldier A (Castle Town?) * * @details * */ class daNpc_solA_c : public fopAc_ac_c { public: /* 80AECBAC */ ~daNpc_solA_c(); /* 80AECCD0 */ void create(); /* 80AECF58 */ void CreateHeap(); /* 80AED0F8 */ void Delete(); /* 80AED12C */ void Execute(); /* 80AED14C */ void Draw(); /* 80AED1E8 */ void createHeapCallBack(fopAc_ac_c*); /* 80AED208 */ void ctrlJointCallBack(J3DJoint*, int); /* 80AED260 */ bool getType(); /* 80AED268 */ void getFlowNodeNo(); /* 80AED284 */ void isDelete(); /* 80AED294 */ void reset(); /* 80AED3B8 */ void setParam(); /* 80AED4A4 */ void setAfterTalkMotion(); /* 80AED504 */ void srchActors(); /* 80AED508 */ void evtTalk(); /* 80AED608 */ void evtCutProc(); /* 80AED6D0 */ void action(); /* 80AED758 */ void beforeMove(); /* 80AED7D0 */ void setAttnPos(); /* 80AED9DC */ void setCollision(); /* 80AEDABC */ bool drawDbgInfo(); /* 80AEDAC4 */ void drawOtherMdl(); /* 80AEDAC8 */ void selectAction(); /* 80AEDB10 */ void chkAction(int (daNpc_solA_c::*)(void*)); /* 80AEDB3C */ void setAction(int (daNpc_solA_c::*)(void*)); /* 80AEDBE4 */ void wait(void*); /* 80AEDD60 */ void talk(void*); /* 80AEEF40 */ daNpc_solA_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**); /* 80AEF07C */ s32 getHeadJointNo(); /* 80AEF084 */ s32 getNeckJointNo(); /* 80AEF08C */ bool getBackboneJointNo(); static char* mCutNameList[1]; static u8 mCutList[12]; private: /* 0x568 */ u8 field_0x568[0xfa0 - 0x568]; }; STATIC_ASSERT(sizeof(daNpc_solA_c) == 0xfa0); class daNpc_solA_Param_c { public: /* 80AEF094 */ ~daNpc_solA_Param_c(); static u8 const m[140]; }; #endif /* D_A_NPC_SOLA_H */