#pragma once #include "Actor/Actor.hpp" #include "Actor/ActorProfile.hpp" #include "Player/PlayerGet.hpp" #include "global.h" #include "types.h" class UnkStruct_ov031_02112ff4 : public UnkStruct_ov031_Items_00 { public: // data_ov031_02112ff4 /* 08 */ virtual bool vfunc_08(const UnkStruct_ov031_020f3310 *param1); /* 0C */ virtual bool vfunc_0C(const UnkStruct_ov031_020e54d4 *param1, unk32 param2); }; enum ActorItemTornadoState_ { ActorItemTornadoState_0 = 0, ActorItemTornadoState_1 = 1, ActorItemTornadoState_2 = 2, ActorItemTornadoState_MAX, }; class ActorItemTornado : public Actor { public: /* 000 (base) */ /* 094 */ ModelRender mUnk_94; /* 0F4 */ UnkSystem5 mUnk_F4; /* 114 */ unk32 mUnk_114; /* 118 */ STRUCT_PAD(0x118, 0x134); /* 134 */ UnkSystem5 mUnk_134; /* 154 */ unk32 mUnk_154; /* 158 */ STRUCT_PAD(0x158, 0x174); /* 174 */ UnkStruct_ov031_02112ff4 mUnk_174; /* 178 */ STRUCT_PAD(0x178, 0x17C); /* 17C */ UnkStruct_PlayerGet_74 mUnk_17C; /* 194 */ UnkStruct_ov031_Items_01 mUnk_194; /* 1C0 */ VecFx32 mUnk_1C0; /* 1CC */ u16 mUnk_1CC; /* 1CE */ bool mUnk_1CE; /* 1CF */ bool mUnk_1CF; /* 1D0 */ u8 mUnk_1D0; /* 1D1 */ u8 mUnk_1D1; /* 1D2 */ u16 mUnk_1D2; /* 1D4 */ u16 mUnk_1D4; /* 1D6 */ u16 mUnk_1D6; /* 1D8 */ unk32 mUnk_1D8; /* 1DC */ fx32 mUnk_1DC; /* 1E0 */ UnkStruct_PlayerGet_ec mUnk_1E0[0x3]; /* 1EC */ ActorItemTornado(); /* 18 */ virtual bool vfunc_18(unk32 param1) override; /* 20 */ virtual void vfunc_20() override; /* 24 */ virtual void vfunc_24() override; /* 2C */ virtual void vfunc_2C(unk32 param1) override; void SetState(ActorState state); void func_ov031_020e5d18(unk32 param1); bool func_ov031_020e62c0(); bool func_ov031_020e6314(u16 param1); bool func_ov031_020e6340(VecFx32 *param1, unk16 param2, unk16 param3); bool func_ov031_020e6398(); }; class ActorProfileItemTornado : public ActorProfile { public: /* 00 (base) */ ActorProfileItemTornado(); /* 0C */ virtual Actor *Create(); static ActorProfileItemTornado *GetProfile(); };