#ifndef D_A_OBJ_BARREL_H #define D_A_OBJ_BARREL_H #include "f_op/f_op_actor.h" namespace daObjBarrel { class Act_c : public fopAc_ac_c { public: void attr() const {} void get_slant_angle() {} bool pos_init() { if (m60C == 0) { current.pos = home.pos; current.angle = home.angle; shape_angle = home.angle; return true; } else { return false; } } void prm_get_cull() const {} void set_slant_angle(s16) {} void solidHeapCB(fopAc_ac_c*); void create_heap(); s32 _create(); BOOL _delete(); void mode_wait_init(); void mode_wait(); void mode_carry_init(); void mode_carry(); void mode_vib0_init(); void mode_vib0(); void mode_vib1_init(); void mode_vib1(); void mode_vib2_init(); void mode_vib2(); void mode_jump_init(); void mode_jump(); void mode_walk_init(); void mode_walk(); void vib_pos_ang(); void mode_proc_call(); void set_mtx(); void init_mtx(); void set_walk_rot(); void eff_break(); void damaged(bool); void cull_set_draw(); void cull_set_move(); void get_se_map_hit() const; void set_senv(int, int) const; void se_fall_water(); void eff_hit_water_splash(); void chk_sink_water(); void chk_sinkdown_water(); void eff_land_smoke(); void damage_cc_proc(); void damage_bg_proc(); void damage_bg_proc_directly(); BOOL _execute(); BOOL _draw(); public: /* Place member variables here */ /* 0x290 */ u8 m290[0x60C - 0x290]; /* 0x60C */ int m60C; }; namespace Method { s32 Create(void*); BOOL Delete(void*); BOOL Execute(void*); BOOL Draw(void*); BOOL IsDelete(void*); extern actor_method_class Table; }; }; #endif /* D_A_OBJ_BARREL_H */