#ifndef D_A_NPC_UK_H #define D_A_NPC_UK_H #include "f_op/f_op_actor.h" class daNpc_Uk_c : public fopAc_ac_c { public: void ChkOrder(unsigned char) {} void ClrOrder(unsigned char) {} void SetOrder(unsigned char) {} void chkFlag(unsigned short) {} void clrFlag(unsigned short) {} void getBackboneJntNum() {} void getBackbone_x() {} void getBackbone_y() {} void getHeadJntNum() {} void getHead_x() {} void getHead_y() {} void incAttnSetCount() {} void setAction(int (daNpc_Uk_c::*)(void*), void*) {} void setAttentionBasePos(cXyz) {} void setEyePos(cXyz) {} void setFlag(unsigned short) {} void getType(); void getPath(); void getShapeType(); void getCaughtFlag(); void getFoundFlag(); void getFirstTalk(); void chkGameStart(); void chkPositioning(float, float, float, short, short); void nextVisitMode(); void approachRun(fopAc_ac_c*); void aroundWalk(fopAc_ac_c*); void surrender(); void runawayInit(); void initTexPatternAnm(bool); void playTexPatternAnm(); void setAnm(signed char, unsigned char); void chkAttentionLocal(); void chkAttention(); void setAnmStatus(); void eventOrder(); void checkOrder(); void next_msgStatus(unsigned long*); void getMsg(); void setCollision(); void msgAnm(unsigned char); void talkInit(); void talk(); void init(); void setAttention(bool); void getLookBackMode(); void lookBack(); void getStaffName(); void checkDemoStart(); void getNowEventAction(); void visitInit(unsigned char); void visitProc(); void wait01(); void talk01(); void talk02(); void visitTalkInit(); void visitSetEvent(); void visit01(); void warningB(); void warningC(); void warningD(); void found(); void runaway(); void jump(); void jitanda01(); void jitanda02(); void demo01(); void demo02(); void demoInitCom(); void demoProc(); void wait_action(void*); void seek_action(void*); void hind_action(void*); void visit_action(void*); BOOL _draw(); BOOL _execute(); BOOL _delete(); s32 _create(); void CreateHeap(); public: /* Place member variables here */ }; #endif /* D_A_NPC_UK_H */