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80 lines
2.0 KiB
C++
80 lines
2.0 KiB
C++
#ifndef D_A_STONE_H
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#define D_A_STONE_H
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#include "f_op/f_op_actor.h"
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namespace daStone {
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static BOOL CreateHeapCB(fopAc_ac_c*);
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struct Data_c {
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};
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class Act_c : public fopAc_ac_c {
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public:
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void data() {}
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void prm_get_cull() const {}
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void prm_get_itemNo() const {}
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void prm_get_itemSave() const {}
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void prm_get_moveBg() const {}
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void prm_get_swSave() const {}
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void prm_get_type() const {}
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void prm_off_moveBg() {}
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void create_heap();
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void chk_appear();
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cPhs_State _create();
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bool _delete();
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void mode_wait_init();
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void mode_wait();
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void mode_carry_init();
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void mode_carry();
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void mode_drop_init();
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void mode_drop();
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void mode_sink_init();
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void mode_sink();
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void mode_proc_call();
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void cull_set_draw();
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void cull_set_move();
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void damaged(int);
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void damage_cc_proc();
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void damage_bg_proc();
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void damage_bg_proc_directly();
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void set_mtx();
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void init_mtx();
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void init_rot_throw();
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void init_rot_clean();
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void set_drop_rot();
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void set_sink_rot();
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void eff_break();
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void eff_hit_water_splash();
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void eff_hit_lava_splash();
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void eff_land_smoke();
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void bg_crr_water();
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void bg_crr_lava();
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void chk_sink_lava();
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void chk_sink_water();
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void water_tention();
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void se_fall_water();
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void se_fall_lava();
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void set_senv(int, int) const;
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void cam_lockoff() const;
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bool _execute();
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bool _draw();
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public:
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/* Place member variables here */
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};
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namespace Method {
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cPhs_State Create(void*);
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BOOL Delete(void*);
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BOOL Execute(void*);
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BOOL Draw(void*);
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BOOL IsDelete(void*);
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extern actor_method_class Table;
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};
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};
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#endif /* D_A_STONE_H */
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