#ifndef D_A_OBJ_AJAV_H #define D_A_OBJ_AJAV_H #include "f_op/f_op_actor.h" namespace daObjAjav { static void daObjAjav_make_splash(cXyz, float); static void check_angle(short*, short); static void daObjAjav_limit_angle(short*, short); static void daObjAjav_get_rot_speed(cXyz, cXyz, short); class Act_c; class Part_c { public: void checkExeProc(void (daObjAjav::Part_c::*)(daObjAjav::Act_c*)) {} void draw(daObjAjav::Act_c*) {} void execute(daObjAjav::Act_c*) {} void setDrawProc(void (daObjAjav::Part_c::*)(daObjAjav::Act_c*)) {} void setExeProc(void (daObjAjav::Part_c::*)(daObjAjav::Act_c*)) {} void set_se_pos(cXyz) {} void make_hamon(cXyz, float); void no_proc(daObjAjav::Act_c*); void init_data(cXyz, cXyz, dKy_tevstr_c*, cXyz*); void set_mdl_area(const char*, int, unsigned long); void init_mtx(cXyz, csXyz, cXyz); void set_flaw_mtx(cXyz, csXyz); void set_fall_mtx(cXyz, csXyz); void fall_init(cXyz, csXyz, short, unsigned short); void fall_0(daObjAjav::Act_c*); void fall_1(daObjAjav::Act_c*); void flaw(daObjAjav::Act_c*); void draw_normal(daObjAjav::Act_c*); void draw_flashing(daObjAjav::Act_c*); void draw_flashing_normal(daObjAjav::Act_c*); void draw_shy(daObjAjav::Act_c*); void make_fall_rock(int); }; class Act_c : public fopAc_ac_c { public: void check_ev() {} void check_sw() {} void on_sw() {} void solidHeapCB(fopAc_ac_c*); void create_heap(); cPhs_State _create(); bool _delete(); void init_mtx(); void set_tex(); void set_co_offset(); void check_all_wait(); void check_end(); void to_broken(); void damage_part(); void make_shot_rock(); void make_hamon2(cXyz, float); void set_hamon(float); bool _execute(); bool _draw(); public: /* Place member variables here */ }; }; #endif /* D_A_OBJ_AJAV_H */