#ifndef D_A_OBJ_TRY_H #define D_A_OBJ_TRY_H #include "f_op/f_op_actor.h" namespace daObjTry { class Act_c : public fopAc_ac_c { public: void attr() const {} void prm_chk_type_tryStatue() const {} void prm_get_dummy() const {} void prm_get_swSave() const {} void prm_get_type() const {} void to_correct_pos(const cXyz*, short, bool, bool) {} void prm_set_swSave(int); void solidHeapCB(fopAc_ac_c*); void create_heap(); void init_cc(); void search_sameType(void*, void*); void chk_appear() const; s32 _create(); BOOL _delete(); void mode_restart_init(); void mode_restart(); void mode_wait_init(); void mode_wait(); void mode_carry_init(); void mode_carry(); void mode_drop_init(); void mode_drop(); void mode_sink_init(); void mode_sink(); void mode_proc_call(); void cull_set_draw(); void cull_set_move(); void damaged(); void damage_cc_proc(); void damage_bg_proc(); void damage_bg_proc_directly(); void chk_sink_water(); void chk_sinkdown_water(); void calc_drop_param(float*, float*, float*) const; void bound(); void se_fall_water(); void set_senv(int, int) const; void cam_lockoff() const; void set_mtx(); void init_mtx(); void eff_set_bingo(bool, bool); void eff_clr_bingo(); void eff_land_smoke(); void eff_hit_water_splash(); void make_vib(); void check_circle(); void get_water_h(); BOOL _execute(); BOOL _draw(); public: /* Place member variables here */ }; }; #endif /* D_A_OBJ_TRY_H */