#ifndef D_A_COMING2_H #define D_A_COMING2_H #include "f_op/f_op_actor.h" #include "d/actor/d_a_obj_barrel2.h" namespace daComing2 { static void get_speed(fopAc_ac_c*); static void position_is_safety_call_back(void*, void*); static void position_is_none_obj(cXyz*); static void checkLineCrossXZ(cXyz*, cXyz*, cXyz*, cXyz*); class Act_c : public fopAc_ac_c { public: void get_coming_point() {} void init_coming_point() {} void minus_coming_point1() {} void minus_coming_point2() {} void pluss_coming_point1() {} void chase_ship(); void renew_scope_info(); void no_ship_obstacle(cXyz*); void check_in_large_sea(const cXyz*); void get_water_height(float*, const cXyz*); void init_barrelN_info(int); void init_barrel_info(); void init_flag_info(); void init_coming_info(); void make_coming_param(cXyz*, daObjBarrel2::Type_e*, int*, bool*); void request_barrel_exitN(int); void request_all_barrel_exit(); void request_all_flag_exit(); void barrel_execute(int); void barrel_main(); void coming_clear_init(); void coming_clear_main(); void coming_wait_init(); void coming_wait_main(); void coming_setF_init(); void coming_setF_main(); void coming_checkS_init(); void coming_checkS_main(); void coming_game_init(); void coming_game_main(); void coming_process_init(short); void coming_process_main(); s32 _create(); BOOL _delete(); BOOL _execute(); BOOL _draw(); public: /* Place member variables here */ }; }; #endif /* D_A_COMING2_H */