#ifndef D_A_NPC_BS1_H #define D_A_NPC_BS1_H #include "f_op/f_op_actor.h" class daNpc_Bs1_c : public fopAc_ac_c { public: void getBackboneJntNum() {} void getBackbone_x() {} void getBackbone_y() {} void getBuyItem() {} void getBuyItemMax() {} void getHeadJntNum() {} void getHead_x() {} void getHead_y() {} void getPayRupee() {} void incAttnSetCount() {} void setAction(int (daNpc_Bs1_c::*)(void*), void*) {} void setAttentionBasePos(cXyz) {} void setBuyItem(unsigned char) {} void setBuyItemMax(unsigned char) {} void setEyePos(cXyz) {} void setPayRupee(short) {} void XyEventCB(int); void initTexPatternAnm(bool); void playTexPatternAnm(); void setAnm(signed char); 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 shopMsgCheck(unsigned long); void getDefaultMsg(); void shopStickMoveMsgCheck(unsigned long); void checkBeastItemSellMsg(unsigned long); void normal_talk(); void shop_talk(); void talk(); void createShopList(); void isSellBomb(); void CreateInit(); void setAttention(bool); void lookBack(); void wait01(); void talk01(); void wait_action(void*); void getdemo_action(void*); void evn_talk_init(int); void evn_continue_talk_init(int); void evn_talk(); void evn_jnt_lock_init(int); void evn_wait_init(int); void evn_wait(); void evn_set_anm_init(int); void evn_praise_init(); void evn_mantan_init(); void privateCut(); void event_action(void*); BOOL _draw(); BOOL _execute(); BOOL _delete(); s32 _create(); void CreateHeap(); public: /* 0x290 */ u8 m290[0x748 - 0x290]; /* 0x748 */ cXyz mItemPosOffsets[3]; /* 0x76C */ u8 m76C; /* 0x76D */ u8 m76D[0x7D4 - 0x76D]; /* 0x7D4 */ ShopItems_c mShopItems; /* 0x818 */ u8 m818[0x81C - 0x818]; /* 0x81C */ __shop_items_set_data* mpItemSetList[4]; /* 0x82C */ u8 m82C[0x833 - 0x82C]; /* 0x833 */ u8 mShopIndex; /* 0x834 */ u8 m834[0x844 - 0x834]; }; #endif /* D_A_NPC_BS1_H */