#ifndef D_A_BOMBF_H #define D_A_BOMBF_H #include "d/a/obj/d_a_obj_base.h" #include "d/a/obj/d_a_obj_bomb.h" #include "d/col/c/c_bg_s_poly_info.h" #include "s/s_State.hpp" #include "toBeSorted/time_area_mgr.h" class dAcBombf_c : public dAcObjBase_c { public: dAcBombf_c() : mStateMgr(*this, sStateID::null) {} virtual ~dAcBombf_c() {} virtual bool createHeap() override; virtual int create() override; virtual int actorExecute() override; virtual int draw() override; virtual int doDelete() override; virtual int actorCreate() override; virtual int actorPostCreate() override; STATE_FUNC_DECLARE(dAcBombf_c, Wait); private: void regrowBomb(); /* 0x330 */ m3d::smdl_c mModel; /* 0x34C */ STATE_MGR_DECLARE(dAcBombf_c); /* 0x388 */ dAcRef_c mBombRef; /* 0x394 */ UNKWORD field_0x394; /* 0x398 */ cBgS_PolyInfo field_0x398; /* 0x3C4 */ TimeAreaStruct mTimeAreaStruct; /* 0x3D0 */ bool field_0x3D0; /* 0x3D1 */ u8 mDespawnSceneFlag; /* 0x3D2 */ u8 field_0x3D2; /* 0x3D3 */ u8 field_0x3D3; /* 0x3D4 */ u8 field_0x3D4; }; #endif