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87 lines
2.0 KiB
C++
87 lines
2.0 KiB
C++
#ifndef D_A_NPC_BMS1_H
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#define D_A_NPC_BMS1_H
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#include "f_op/f_op_actor.h"
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#include "d/d_npc.h"
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#include "d/d_shop.h"
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class daNpc_Bms1_c : public fopAc_ac_c {
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public:
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void getBackboneJntNum() {}
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void getBackbone_x() {}
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void getBackbone_y() {}
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void getHairLJntNum() {}
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void getHairRJntNum() {}
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void getHeadJntNum() {}
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void getHead_x() {}
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void getHead_y() {}
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void setAction(int (daNpc_Bms1_c::*)(void*), void*) {}
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void setAttentionBasePos(cXyz) {}
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void setEyePos(cXyz) {}
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void set_mtx();
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void initTexPatternAnm(bool);
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void playTexPatternAnm();
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void setAnm(signed char, float);
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void setTexAnm(signed char);
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void setAnmFromMsgTag();
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void chkAttention(cXyz, short);
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void eventOrder();
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void checkOrder();
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void next_msgStatus(unsigned long*);
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void getMsg();
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void setCollision();
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void talkInit();
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void normal_talk();
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void shop_talk();
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void talk();
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void CreateInit();
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void setAttention(bool);
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void checkPlayerLanding();
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void lookBack();
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void wait01();
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void talk01();
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void getdemo_action(void*);
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void wait_action(void*);
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void event_action(void*);
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void evn_talk_init(int);
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void evn_continue_talk_init(int);
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void evn_talk();
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void evn_viblation_init(int);
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void evn_head_swing_init(int);
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void privateCut();
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void demo_move();
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void demo_end_init();
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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 CreateHeap();
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public:
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/* 0x290 */ dNpc_HeadAnm_c mHeadAnm;
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/* 0x2B2 */ u8 m2B2[0x7F8 - 0x2B2];
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/* 0x7F8 */ ShopCam_action_c mShopCam;
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/* 0x850 */ ShopItems_c mShopItems;
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/* 0x894 */ ShopCursor_c* mpShopCursor;
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/* 0x898 */ u8 m898[0x8A8 - 0x898];
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};
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class daNpc_Bms1_childHIO_c {
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public:
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daNpc_Bms1_childHIO_c();
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public:
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/* Place member variables here */
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};
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class daNpc_Bms1_HIO_c {
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public:
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daNpc_Bms1_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_BMS1_H */
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