#ifndef D_A_NPC_BMS1_H #define D_A_NPC_BMS1_H #include "f_op/f_op_actor.h" class daNpc_Bms1_c : public fopAc_ac_c { public: void getBackboneJntNum() {} void getBackbone_x() {} void getBackbone_y() {} void getHairLJntNum() {} void getHairRJntNum() {} void getHeadJntNum() {} void getHead_x() {} void getHead_y() {} void setAction(int (daNpc_Bms1_c::*)(void*), void*) {} void setAttentionBasePos(cXyz) {} void setEyePos(cXyz) {} void set_mtx(); void initTexPatternAnm(bool); void playTexPatternAnm(); void setAnm(signed char, float); void setTexAnm(signed char); void setAnmFromMsgTag(); void chkAttention(cXyz, short); void eventOrder(); void checkOrder(); void next_msgStatus(unsigned long*); void getMsg(); void setCollision(); void talkInit(); void normal_talk(); void shop_talk(); void talk(); void CreateInit(); void setAttention(bool); void checkPlayerLanding(); void lookBack(); void wait01(); void talk01(); void getdemo_action(void*); void wait_action(void*); void event_action(void*); void evn_talk_init(int); void evn_continue_talk_init(int); void evn_talk(); void evn_viblation_init(int); void evn_head_swing_init(int); void privateCut(); void demo_move(); void demo_end_init(); BOOL _draw(); BOOL _execute(); BOOL _delete(); s32 _create(); void CreateHeap(); public: /* 0x290 */ dNpc_HeadAnm_c mHeadAnm; /* 0x2B2 */ u8 m2B2[0x7F8 - 0x2B2]; /* 0x7F8 */ ShopCam_action_c mShopCam; /* 0x850 */ ShopItems_c mShopItems; /* 0x894 */ ShopCursor_c* mpShopCursor; /* 0x898 */ u8 m898[0x8A8 - 0x898]; }; #endif /* D_A_NPC_BMS1_H */