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80 lines
1.8 KiB
C++
80 lines
1.8 KiB
C++
#ifndef D_A_NPC_ZK1_H
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#define D_A_NPC_ZK1_H
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#include "f_op/f_op_actor.h"
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class J3DNode;
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class daNpc_Zk1_c : public fopAc_ac_c {
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public:
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struct anm_prm_c {
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};
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void _nodeCB_Head(J3DNode*, J3DModel*);
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void _nodeCB_BackBone(J3DNode*, J3DModel*);
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void init_ZK1_0();
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void createInit();
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void play_animation();
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void setMtx(bool);
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void bckResID(int);
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void btpResID(int);
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void setBtp(signed char, bool);
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void init_texPttrnAnm(signed char, bool);
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void play_btp_anm();
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void setAnm_anm(anm_prm_c*);
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void setAnm();
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void chngAnmTag();
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void ctrlAnmTag();
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void chngAnmAtr(unsigned char);
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void ctrlAnmAtr();
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void setAnm_ATR();
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void anmAtr(unsigned short);
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void next_msgStatus(unsigned long*);
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void getMsg_ZK1_0();
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void getMsg();
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void eventOrder();
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void checkOrder();
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void chk_talk();
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void chk_parts_notMov();
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void searchByID(fpc_ProcID, int*);
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void lookBack();
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void chkAttention();
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void setAttention(bool);
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void decideType(int);
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void privateCut(int);
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void endEvent();
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void isEventEntry();
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void event_proc(int);
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void set_action(int (daNpc_Zk1_c::*)(void*), void*);
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void setStt(signed char);
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void wait_1();
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void talk_1();
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void wait_action1(void*);
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void demo();
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void shadowDraw();
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BOOL _draw();
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BOOL _execute();
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BOOL _delete();
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cPhs_State _create();
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void bodyCreateHeap();
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void CreateHeap();
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public:
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/* 0x6C4 */ u8 m6C4[0x72C - 0x6C4];
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/* 0x72C */ cXyz m72C;
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/* 0x738 */ u8 m738[0x750 - 0x738];
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/* 0x750 */ cXyz m750;
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/* 0x75C */ u8 m75C[0x7B4 - 0x75C];
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};
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class daNpc_Zk1_HIO_c {
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public:
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daNpc_Zk1_HIO_c();
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public:
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/* Place member variables here */
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};
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#endif /* D_A_NPC_ZK1_H */
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