Files
tww/include/d/actor/d_a_npc_bs1.h
T

85 lines
2.2 KiB
C++

#ifndef D_A_NPC_BS1_H
#define D_A_NPC_BS1_H
#include "f_op/f_op_actor.h"
class daNpc_Bs1_c : public fopAc_ac_c {
public:
void getBackboneJntNum() {}
void getBackbone_x() {}
void getBackbone_y() {}
void getBuyItem() {}
void getBuyItemMax() {}
void getHeadJntNum() {}
void getHead_x() {}
void getHead_y() {}
void getPayRupee() {}
void incAttnSetCount() {}
void setAction(int (daNpc_Bs1_c::*)(void*), void*) {}
void setAttentionBasePos(cXyz) {}
void setBuyItem(unsigned char) {}
void setBuyItemMax(unsigned char) {}
void setEyePos(cXyz) {}
void setPayRupee(short) {}
void XyEventCB(int);
void initTexPatternAnm(bool);
void playTexPatternAnm();
void setAnm(signed char);
void setTexAnm(signed char);
void setAnmFromMsgTag();
void chkAttention(cXyz, short);
void eventOrder();
void checkOrder();
void next_msgStatus(unsigned long*);
void getMsg();
void setCollision();
void talkInit();
void shopMsgCheck(unsigned long);
void getDefaultMsg();
void shopStickMoveMsgCheck(unsigned long);
void checkBeastItemSellMsg(unsigned long);
void normal_talk();
void shop_talk();
void talk();
void createShopList();
void isSellBomb();
void CreateInit();
void setAttention(bool);
void lookBack();
void wait01();
void talk01();
void wait_action(void*);
void getdemo_action(void*);
void evn_talk_init(int);
void evn_continue_talk_init(int);
void evn_talk();
void evn_jnt_lock_init(int);
void evn_wait_init(int);
void evn_wait();
void evn_set_anm_init(int);
void evn_praise_init();
void evn_mantan_init();
void privateCut();
void event_action(void*);
BOOL _draw();
BOOL _execute();
BOOL _delete();
s32 _create();
void CreateHeap();
public:
/* 0x290 */ u8 m290[0x748 - 0x290];
/* 0x748 */ cXyz mItemPosOffsets[3];
/* 0x76C */ u8 m76C;
/* 0x76D */ u8 m76D[0x7D4 - 0x76D];
/* 0x7D4 */ ShopItems_c mShopItems;
/* 0x818 */ u8 m818[0x81C - 0x818];
/* 0x81C */ __shop_items_set_data* mpItemSetList[4];
/* 0x82C */ u8 m82C[0x833 - 0x82C];
/* 0x833 */ u8 mShopIndex;
/* 0x834 */ u8 m834[0x844 - 0x834];
};
#endif /* D_A_NPC_BS1_H */