#ifndef D_A_NPC_TT_H #define D_A_NPC_TT_H #include "f_op/f_op_actor.h" class daNpc_Tt_c : public fopAc_ac_c { public: void ChkOrder(unsigned char) {} void ClrOrder() {} void SetOrder(unsigned char) {} void chkEvFlag(unsigned short) {} void chkFlag(unsigned short) {} void clrEvFlag(unsigned short) {} void clrFlag(unsigned short) {} void danceInit(int) {} void danceNext() {} void danceProc() {} void getBackboneJntNum() {} void getBackbone_x() {} void getBackbone_y() {} void getHeadJntNum() {} void getHead_x() {} void getHead_y() {} void incAttnSetCount() {} void initTexPatternAnm(bool) {} void playTexPatternAnm() {} void setAction(int (daNpc_Tt_c::*)(void*), void*) {} void setAnm(int) {} void setAttentionBasePos(cXyz) {} void setEvFlag(unsigned short) {} void setEyePos(cXyz) {} void setFlag(unsigned short) {} void XyCheckCB(int); void setAnmStatus(); void eventOrder(); void checkOrder(); void next_msgStatus(unsigned long*); void getMsg(); void setCollision(); void talkInit(); void msgAnm(); void msgPushButton(); void msgContinue(); void talk(); void demoInitChange(); void demoProcTact1(); void demoInitPatten(); void demoProcPatten(); void demoInitSpeak(); void demoProcSpeak(); void demoInitWait(); void demoProcWait(); void demoInitCom(); void demoProcCom(); void getNowEventAction(); void demoProc(); void init(); void setAttention(bool); void lookBack(); void wait01(); void talk01(); void tact00(); void wait_action(void*); void set_ke_root(int, int, int); void ke_execute(); BOOL _draw(); BOOL _execute(); BOOL _delete(); s32 _create(); void CreateHeap(); public: /* Place member variables here */ }; #endif /* D_A_NPC_TT_H */