#ifndef D_A_NPC_PF1_H #define D_A_NPC_PF1_H #include "f_op/f_op_actor.h" class J3DNode; class daNpc_Pf1_c : public fopAc_ac_c { public: struct anm_prm_c { }; void _nodeCB_Head(J3DNode*, J3DModel*); void _nodeCB_BackBone(J3DNode*, J3DModel*); void init_PF1_0(); void createInit(); void play_animation(); void setMtx(bool); void bckResID(int); void btpResID(int); void setBtp(signed char, bool); void init_texPttrnAnm(signed char, bool); void play_btp_anm(); void setAnm_anm(anm_prm_c*); void setAnm_NUM(int, int); void setAnm(); void chngAnmTag(); void ctrlAnmTag(); void chngAnmAtr(unsigned char); void ctrlAnmAtr(); void setAnm_ATR(); void anmAtr(unsigned short); void next_msgStatus(unsigned long*); void getMsg_PF1_0(); void getMsg(); void eventOrder(); void checkOrder(); void chk_talk(); void chk_parts_notMov(); void searchByID(fpc_ProcID, int*); void lookBack(); void chkAttention(); void setAttention(bool); void decideType(int); void privateCut(int); void endEvent(); void isEventEntry(); void event_proc(int); void set_action(int (daNpc_Pf1_c::*)(void*), void*); void setStt(signed char); void createTama(float); void chk_areaIN(float, cXyz); void endEvent_check(); void startEvent_check(); void set_pthPoint(unsigned char); void chk_attn(); void setBikon(cXyz); void delBikon(); void wait_1(); void regret(); void attk_1(); void walk_1(); void wait_2(); void wait_3(); void talk_1(); void wait_action1(void*); void demo(); void shadowDraw(); bool _draw(); bool _execute(); bool _delete(); cPhs_State _create(); void bodyCreateHeap(); void CreateHeap(); public: /* Place member variables here */ }; class daNpc_Pf1_HIO_c { public: daNpc_Pf1_HIO_c(); public: /* Place member variables here */ }; #endif /* D_A_NPC_PF1_H */