#ifndef D_A_OBJ_SHED_H #define D_A_OBJ_SHED_H #include "d/a/obj/d_a_obj_base.h" #include "d/col/bg/d_bg_w.h" #include "m/m3d/m_smdl.h" #include "m/m_vec.h" #include "nw4r/g3d/res/g3d_resfile.h" #include "s/s_State.hpp" #include "toBeSorted/actor_event.h" class dAcOShed_c : public dAcObjBase_c { public: dAcOShed_c() : mEvent(*this, nullptr), mStateMgr(*this) {} virtual ~dAcOShed_c() {} virtual bool createHeap() override; virtual int create() override; virtual int doDelete() override; virtual int draw() override; virtual int actorExecute() override; STATE_FUNC_DECLARE(dAcOShed_c, Wait); STATE_FUNC_DECLARE(dAcOShed_c, Move); private: /* 0x330 */ ActorEventRelated mEvent; /* 0x380 */ nw4r::g3d::ResFile mResFile; /* 0x384 */ m3d::smdl_c mMdl; /* 0x3A0 */ dBgW mBgW; /* 0x5B0 */ STATE_MGR_DECLARE(dAcOShed_c); /* 0x5EC */ mVec3_c mVec; /* 0x5F8 */ bool mIsOpen; /* 0x5F9 */ u8 mSceneFlag; /* 0x5FA */ u8 mEventId; /* 0x5FB */ u8 mMoveTimer; }; #endif