#ifndef D_A_ITEM_H #define D_A_ITEM_H #include "d/actor/d_a_itembase.h" class daItem_c : public daItemBase_c { public: float getYOffset(); void set_mtx(); void set_mtx_base(J3DModel*, cXyz, csXyz); void CreateInit(); s32 _daItem_create(); s32 _daItem_execute(); void mode_proc_call(); void execInitNormalDirection(); void execMainNormalDirection(); void execInitGetDemoDirection(); void execWaitGetDemoDirection(); void execMainGetDemoDirection(); void execBringNezumi(); void execWaitMain(); void execWaitMainFromBoss(); void scaleAnimFromBossItem(); s32 _daItem_draw(); void setTevStr(); s32 _daItem_delete(); void itemGetExecute(); void itemDefaultRotateY(); bool checkItemDisappear(); void setItemTimer(int); bool checkPlayerGet(); void itemActionForRupee(); void itemActionForHeart(); void itemActionForKey(); void itemActionForEmono(); void itemActionForSword(); void itemActionForArrow(); void checkWall(); void set_bound_se(); s32 checkGetItem(); void timeCount(); void mode_wait_init(); void mode_water_init(); void mode_wait(); void mode_water(); void initAction(); s32 _daItem_isdelete(); public: u8 temp1[0x20]; /* 0x668 */ u8 mItemAction; /* 0x669 */ u8 mStatusFlags; /* 0x66A */ u8 mMode; /* 0x66B */ u8 mCurAction; u8 temp2[0x54]; }; #endif /* D_A_ITEM_H */