#ifndef D_A_NPC_SEIC_H #define D_A_NPC_SEIC_H #include "d/actor/d_a_npc.h" /** * @ingroup actors-npcs * @class daNpc_seiC_c * @brief Eldin Spirit * * @details * */ class daNpc_seiC_c : public fopAc_ac_c { public: /* 80AC754C */ ~daNpc_seiC_c(); /* 80AC75E8 */ void create(); /* 80AC7828 */ void CreateHeap(); /* 80AC7980 */ void Delete(); /* 80AC79B4 */ void Execute(); /* 80AC79D4 */ void Draw(); /* 80AC7A68 */ void createHeapCallBack(fopAc_ac_c*); /* 80AC7A88 */ void getType(); /* 80AC7AA8 */ void getFlowNodeNo(); /* 80AC7AC4 */ bool isDelete(); /* 80AC7ACC */ void reset(); /* 80AC7C1C */ void setParam(); /* 80AC7D48 */ void srchActors(); /* 80AC7D4C */ void evtTalk(); /* 80AC7E4C */ void evtCutProc(); /* 80AC7F14 */ void action(); /* 80AC7F9C */ void beforeMove(); /* 80AC801C */ void setAttnPos(); /* 80AC8078 */ bool drawDbgInfo(); /* 80AC8080 */ void afterSetMotionAnm(int, int, f32, int); /* 80AC8218 */ void selectAction(); /* 80AC8260 */ void chkAction(int (daNpc_seiC_c::*)(void*)); /* 80AC828C */ void setAction(int (daNpc_seiC_c::*)(void*)); /* 80AC8334 */ void ctrlWaitAnm(); /* 80AC8338 */ void wait(void*); /* 80AC8364 */ void talk(void*); /* 80AC916C */ daNpc_seiC_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**); static void* mCutNameList; static u8 mCutList[12]; private: /* 0x568 */ u8 field_0x568[0xe64 - 0x568]; }; STATIC_ASSERT(sizeof(daNpc_seiC_c) == 0xe64); class daNpc_seiC_Param_c { public: /* 80AC91B0 */ ~daNpc_seiC_Param_c(); static u8 const m[148]; }; #endif /* D_A_NPC_SEIC_H */