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#ifndef Z_DM_AN_H
#define Z_DM_AN_H
#include "global.h"
#include "assets/objects/object_an1/object_an1.h"
struct DmAn;
typedef void (*DmAnActionFunc)(struct DmAn*, PlayState*);
#define DMAN_STATE_LOST_ATTENTION (1 << 0)
#define DMAN_STATE_FACE_TARGET (1 << 1)
typedef struct DmAn {
/* 0x000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ DmAnActionFunc actionFunc;
/* 0x18C */ Vec3f headComputedPos;
/* 0x18C */ Vec3f torsoComputedPos;
/* 0x1A4 */ Vec3s headComputedRot;
/* 0x1A4 */ Vec3s torsoComputedRot;
/* 0x1B0 */ Vec3s jointTable[ANJU1_LIMB_MAX];
/* 0x22E */ Vec3s morphTable[ANJU1_LIMB_MAX];
/* 0x2AC */ s8 an4ObjectSlot;
/* 0x2AD */ s8 msmoObjectSlot;
/* 0x2AE */ u16 stateFlags;
/* 0x2B0 */ u8 cueId;
/* 0x2B4 */ Actor* lookAtActor;
/* 0x2B8 */ s16 eyeTexIndex;
/* 0x2BA */ s16 eyeTimer;
/* 0x2BC */ s16 loseAttentionTimer;
/* 0x2BE */ s16 headRotZ;
/* 0x2C0 */ s16 headRotY;
/* 0x2C2 */ s16 torsoRotZ;
/* 0x2C4 */ s16 torsoRotY;
/* 0x2C8 */ s32 animIndex;
/* 0x2CC */ s32 prevAnimIndex;
/* 0x2D0 */ s32 isCutscenePlaying;
/* 0x2D4 */ s32 didAnimChangeInCs;
} DmAn; // size = 0x2D8
#endif // Z_DM_AN_H
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