#ifndef D_A_NPC_PM1_H #define D_A_NPC_PM1_H #include "f_op/f_op_actor.h" class daNpc_Pm1_c : public fopAc_ac_c { public: struct anm_prm_c { }; void getAttPos() {} void getBackboneJntNum() {} void getBackbone_x() {} void getBackbone_y() {} void getEyePos() {} void getHeadJntNum() {} void getHead_x() {} void getHead_y() {} void createInit(); void setMtx(); void anmResID(int, int*, int*); void BtpNum2ResID(int, int*); void setAnm_tex(signed char); void init_btp(bool, int); void initTexPatternAnm(bool); void playTexPatternAnm(); void setAnm_anm(anm_prm_c*); void setAnm(); void chngAnmTag(); void ctrlAnmTag(); void chngAnmAtr(unsigned char); void ctrlAnmAtr(); void setAnm_ATR(int); void anmAtr(unsigned short); void setStt(signed char); void next_msgStatus(unsigned long*); void getMsg(); void eventOrder(); void checkOrder(); void lookBack(); void chkAttention(); void setAttention(); void decideType(int); void event_actionInit(int); void event_action(); void privateCut(); void endEvent(); void event_proc(); void set_action(int (daNpc_Pm1_c::*)(void*), void*); void wait01(); void talk01(); void wait_action1(void*); void demo(); BOOL _draw(); BOOL _execute(); BOOL _delete(); s32 _create(); void CreateHeap(); public: /* Place member variables here */ }; #endif /* D_A_NPC_PM1_H */