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#ifndef Z_EN_BOMBERS2_H
#define Z_EN_BOMBERS2_H
#include "global.h"
#include "assets/objects/object_cs/object_cs.h"
struct EnBombers2;
typedef void (*EnBombers2ActionFunc)(struct EnBombers2*, PlayState*);
typedef struct EnBombers2 {
/* 0x000 */ Actor actor;
/* 0x14C */ SkelAnime skelAnime;
/* 0x188 */ Vec3s jointTable[OBJECT_CS_LIMB_MAX];
/* 0x206 */ Vec3s morphTable[OBJECT_CS_LIMB_MAX];
/* 0x284 */ EnBombers2ActionFunc actionFunc;
/* 0x288 */ s16 headRotZ;
/* 0x28A */ s16 headRotX;
/* 0x28C */ UNK_TYPE1 pad_28C[2];
/* 0x28E */ s16 headRotTargetZ;
/* 0x290 */ s16 headRotTargetX;
/* 0x292 */ UNK_TYPE1 pad_292[4];
/* 0x296 */ s16 unk_296;
/* 0x298 */ UNK_TYPE1 pad_298[4];
/* 0x29C */ Vec3f walkTarget;
/* 0x2A8 */ s32 animPhase;
/* 0x2AC */ u8 hasMovedAside;
/* 0x2AE */ s16 animIndex;
/* 0x2B0 */ s16 csId;
/* 0x2B2 */ s16 unk_2B2;
/* 0x2B4 */ s16 unk_2B4;
/* 0x2B6 */ s16 bodyRotTargetAngle;
/* 0x2B8 */ f32 lastAnimFrame;
/* 0x2BC */ s16 eyeIndex;
/* 0x2BE */ s16 blinkTimer;
/* 0x2C0 */ s16 action;
/* 0x2C2 */ s16 textIdIndex;
/* 0x2C4 */ s16 correctDigitSlots[5];
/* 0x2CE */ s16 talkState;
/* 0x2D0 */ ColliderCylinder collider;
} EnBombers2; // size = 0x31C
#endif // Z_EN_BOMBERS2_H
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