#ifndef D_A_COMING3_H #define D_A_COMING3_H #include "f_op/f_op_actor.h" #include "d/d_cc_d.h" #include "d/d_com_inf_game.h" namespace daComing3 { static void* position_is_safety_call_back(void*, void*); static BOOL position_is_none_obj(cXyz*); class Act_c : public fopAc_ac_c { public: virtual ~Act_c() {} BOOL get_water_height(float*, int*, const cXyz*); s32 get_challenge_id(); f32 get_limit_dist(); BOOL coming_start_init(); void coming_start_main(); BOOL coming_game_init(); void coming_game_main(); BOOL coming_wait_init(); void coming_wait_main(); bool coming_process_init(short); void eff_break_tsubo(); void coming_process_main(); void set_mtx(); void collision_init(); bool collision_main(); static BOOL solidHeapCB(fopAc_ac_c*); bool create_heap(); cPhs_State _create(); bool _delete(); bool _execute(); bool _draw(); static char M_arcname[]; public: /* 0x290 */ // vtbl /* 0x294 */ dCcD_Stts mStts; /* 0x2D0 */ dCcD_Cyl mCyl; /* 0x400 */ fpc_ProcID unk_400; /* 0x404 */ s32 unk_404; /* 0x408 */ request_of_phase_process_class mPhase; /* 0x410 */ Mtx unk_410; /* 0x440 */ J3DModel* unk_440; /* 0x444 */ s16 unk_444; /* 0x446 */ char unk446[0x32]; /* 0x478 */ f32 unk_478; /* 0x47C */ s16 unk_47C; /* 0x47E */ s16 unk_47E; }; // size = 0x480 }; #endif /* D_A_COMING3_H */