#ifndef D_A_STONE_H #define D_A_STONE_H #include "f_op/f_op_actor.h" namespace daStone { static BOOL CreateHeapCB(fopAc_ac_c*); struct Data_c { }; class Act_c : public fopAc_ac_c { public: void data() {} void prm_get_cull() const {} void prm_get_itemNo() const {} void prm_get_itemSave() const {} void prm_get_moveBg() const {} void prm_get_swSave() const {} void prm_get_type() const {} void prm_off_moveBg() {} void create_heap(); void chk_appear(); cPhs_State _create(); bool _delete(); void mode_wait_init(); void mode_wait(); void mode_carry_init(); void mode_carry(); void mode_drop_init(); void mode_drop(); void mode_sink_init(); void mode_sink(); void mode_proc_call(); void cull_set_draw(); void cull_set_move(); void damaged(int); void damage_cc_proc(); void damage_bg_proc(); void damage_bg_proc_directly(); void set_mtx(); void init_mtx(); void init_rot_throw(); void init_rot_clean(); void set_drop_rot(); void set_sink_rot(); void eff_break(); void eff_hit_water_splash(); void eff_hit_lava_splash(); void eff_land_smoke(); void bg_crr_water(); void bg_crr_lava(); void chk_sink_lava(); void chk_sink_water(); void water_tention(); void se_fall_water(); void se_fall_lava(); void set_senv(int, int) const; void cam_lockoff() const; bool _execute(); bool _draw(); public: /* Place member variables here */ }; namespace Method { cPhs_State Create(void*); BOOL Delete(void*); BOOL Execute(void*); BOOL Draw(void*); BOOL IsDelete(void*); extern actor_method_class Table; }; }; #endif /* D_A_STONE_H */