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#ifndef Z_EN_GB2_H
#define Z_EN_GB2_H
#include "global.h"
#include "assets/objects/object_ps/object_ps.h"
struct EnGb2;
typedef void (*EnGb2ActionFunc)(struct EnGb2*, PlayState*);
#define ENGB2_GET_7(thisx) ((thisx)->params & 7)
#define ENGB2_GET_SWITCH_FLAG(thisx) (((thisx)->params & 0x7F8) >> 3)
typedef enum {
/* 0 */ ENGB2_7_0,
/* 1 */ ENGB2_7_1,
/* 2 */ ENGB2_7_2
} EnGb2Param;
typedef struct EnGb2 {
/* 0x0000 */ Actor actor;
/* 0x144 */ SkelAnime skelAnime;
/* 0x188 */ Vec3s jointTable[OBJECT_PS_LIMB_MAX];
/* 0x1D0 */ Vec3s morphTable[OBJECT_PS_LIMB_MAX];
/* 0x218 */ EnGb2ActionFunc actionFunc;
/* 0x21C */ ColliderCylinder collider;
/* 0x268 */ Actor* unk_268;
/* 0x26C */ u16 unk_26C;
/* 0x26E */ u16 unk_26E;
/* 0x270 */ Vec3s headRot;
/* 0x276 */ Vec3s torsoRot;
/* 0x27C */ s16 unk_27C;
/* 0x27E */ s16 unk_27E;
/* 0x280 */ s16 unk_280;
/* 0x282 */ s16 csIdList[3];
/* 0x288 */ s16 unk_288;
/* 0x28A */ u8 unk_28A;
/* 0x28C */ s32 unk_28C;
/* 0x290 */ s16 csIdIndex;
} EnGb2; // size = 0x294
#endif // Z_EN_GB2_H
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