#ifndef D_A_NPC_BMSW_H #define D_A_NPC_BMSW_H #include "f_op/f_op_actor.h" #include "d/d_npc.h" class ShopCursor_c; class daNpc_Bmsw_c : public fopAc_ac_c { public: void getArmLMtx() {} void getArmRMtx() {} void getAttentionBasePos() {} void setAction(int (daNpc_Bmsw_c::*)(void*), void*) {} void initTexPatternAnm(bool); void playTexPatternAnm(); void setAnm(signed char); void chkAttention(cXyz, short); void eventOrder(); void checkOrder(); void next_msgStatus(unsigned long*); void getMsg(); void anmAtr(unsigned short); void CreateInit(); void set_mtx(); void setAttention(); void lookBack(); void wait01(); void talk01(); void wait_action(void*); void checkNextMailThrowOK(); void setGameGetRupee(short); void TimerCountDown(); void shiwake_game_action(void*); bool _draw(); bool _execute(); bool _delete(); cPhs_State _create(); void CreateHeap(); public: /* 0x6C4 */ u8 m6C4[0x968 - 0x6C4]; /* 0x968 */ ShopCursor_c* mpShopCursor; /* 0x96C */ u8 m96C[0x9E4 - 0x96C]; }; class SwMail_c { public: void CheckProc(void (SwMail_c::*)()) {} void SetProc(void (SwMail_c::*)()) {} void MailCreateInit(cXyz*, cXyz*); void getNextNo(unsigned char); void init(); void set_mtx(); void set_mtx_throw(); void DummyInit(); void Dummy(); void AppearInit(); void Appear(); void WaitInit(); void Wait(); void ThrowInit(cXyz, unsigned char); void Throw(); void EndInit(); void End(); void SeDelete(); void move(); void draw(dKy_tevstr_c*); public: /* Place member variables here */ }; class SwCam_c { public: void ActiveOff() {} void ActiveOn() {} void getCenterP() {} void getEyeP() {} void setAimIdx(signed char, signed char) {} void Move(); public: /* Place member variables here */ }; class daNpc_Bmsw_HIO_c { public: daNpc_Bmsw_HIO_c(); public: /* Place member variables here */ }; #endif /* D_A_NPC_BMSW_H */