#ifndef D_A_NPC_DS1_H #define D_A_NPC_DS1_H #include "f_op/f_op_actor.h" #include "d/d_shop.h" class daNpc_Ds1_c : public fopAc_ac_c { public: void checkAction(int (daNpc_Ds1_c::*)(void*)) {} void getBackboneJntNum() {} void getBackbone_x() {} void getBackbone_y() {} void getHeadJntNum() {} void getHead_x() {} void getHead_y() {} void incAttnSetCount() {} void setAction(int (daNpc_Ds1_c::*)(void*), void*) {} void setAttentionBasePos(cXyz) {} void setEyePos(cXyz) {} void XyEventCB(int); 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 lookBack(); void wait01(); void talk01(); void getdemo_action(void*); void privateCut(); void evn_setAnm_init(int); void evn_Anm(); void evn_talk_init(int); void evn_continue_talk_init(int); void evn_talk(); void evn_jnt_lock_init(int); void evn_player_hide_init(int); void evn_head_swing_init(int); void evn_ItemModel_init(int); void evn_move_pos_init(int); void evn_move_pos(); void evn_init_pos_init(int); void event_action(void*); void wait_action(void*); void dummy_action(void*); void RoomEffectSet(); void RoomEffectDelete(); BOOL _draw(); BOOL _execute(); BOOL _delete(); s32 _create(); void CreateHeap(); public: /* 0x290 */ u8 m290[0x83C - 0x290]; /* 0x83C */ ShopItems_c mShopItems; /* 0x880 */ ShopCursor_c* mpShopCursor; /* 0x884 */ u8 m884[0x8A0 - 0x884]; }; #endif /* D_A_NPC_DS1_H */