#ifndef D_A_NPC_BTSW_H #define D_A_NPC_BTSW_H #include "f_op/f_op_actor.h" class daNpc_Btsw_c : public fopAc_ac_c { public: void getAttentionBasePos() {} void setAction(int (daNpc_Btsw_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 dummy_event_action(void*); void checkNextMailThrowOK(); void TimerCountDown(); void shiwake_game_action(void*); void getdemo_action(void*); bool _draw(); bool _execute(); bool _delete(); cPhs_State _create(); void CreateHeap(); public: /* Place member variables here */ }; class SwMail2_c { public: void CheckProc(void (SwMail2_c::*)()) {} void SetProc(void (SwMail2_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*); }; class SwCam2_c { void ActiveOff() {} void ActiveOn() {} void getCenterP() {} void getEyeP() {} void setAimIdx(signed char, signed char) {} void Move(); }; class daNpc_Btsw_HIO_c { public: daNpc_Btsw_HIO_c(); public: /* Place member variables here */ }; #endif /* D_A_NPC_BTSW_H */