#ifndef D_A_NPC_KG2_H #define D_A_NPC_KG2_H #include "f_op/f_op_actor.h" class daNpc_Kg2_c : public fopAc_ac_c { public: void getAttentionBasePos() {} void getEyePos() {} void seStart(u32) {} void setAction(int (daNpc_Kg2_c::*)(void*), void*) {} void setCanonGameResult(u8) {} void set_mtx(); void initTexPatternAnm(bool); void playTexPatternAnm(); void setAnm(s8, f32); void subAnm(); void chkAttention(cXyz, s16); void eventOrder(); void checkOrder(); void getMsg(); void next_msgStatus(u32*); void anmAtr(u16); void setAttention(); void lookBack(); void CreateHeap(); void CreateInit(); void wait01(); void talk01(); void evn_setAnm_init(int); void evn_setAnm(); void evn_jnt_lock_init(int); void evn_talk_init(int); void evn_talk(); void evn_createItem_init(int); void privateCut(); void processMove(); void wait_action(void*); void event_wait_action(void*); cPhs_State _create(); bool _delete(); bool _execute(); bool _draw(); static void init() { canon_game_result = 0; } static s8 canon_game_result; static daNpc_Kg2_c* l_kg2_pointer; public: /* Place member variables here */ }; class daNpc_Kg2_HIO_c { public: daNpc_Kg2_HIO_c(); public: /* Place member variables here */ }; #endif /* D_A_NPC_KG2_H */