#ifndef D_A_SALVAGE_H #define D_A_SALVAGE_H #include "f_op/f_op_actor.h" #include "d/actor/d_a_oship.h" class daSalvage_c : public fopAc_ac_c { public: void checkRegist(int) {} void checkUsed(int) {} void clrFlag(int, unsigned char) {} void debug_print() {} void debug_print_reg() {} void getAlphaP(int) {} void getDistance_sub(int) {} void getDrawMode(int) {} void getH(int) {} void getItemNo(int) {} void getKind(int) {} void getPos(int) {} void getPosP(int) {} void getR(int) {} void getRoomNo(int) {} void getSRoomNo() {} void getSalvageId() {} void getSalvageKind() {} void getSaveNo(int) {} void getScale(int) {} void getSwitchNo(int) {} void getType(int) {} void init() {} void init_one(int) {} void isValidSalvageId() {} void setDrawMode(int, int) {} void setFlag(int, unsigned char) {} void setNowAlpha(int, unsigned char) {} void setPos(int, cXyz) {} void setSRoomNo(signed char) {} void setSalvageId(int) {} void CreateHeap(); void CreateInit(); s32 _create(); BOOL _delete(); BOOL _execute(); void checkOrder(); void eventOrder(); void proc_wait_init(); void proc_wait(); void proc_salvage_init(); void proc_salvage(); void calcAlpha(); void checkArea(cXyz, int); void createEnemy(); void onSalvageForOship(daOship_c*); void end_salvage(); void checkDistance(); void checkXZDistance(); void getDistance(int, float*); void send_agb(); void debug_print2(); BOOL _draw(); void set_mtx(J3DModel*, int); void isEffectKind(int); void debugDraw(); public: /* Place member variables here */ }; #endif /* D_A_SALVAGE_H */