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#ifndef Z_EN_A_OBJ_H
#define Z_EN_A_OBJ_H

#include "ultra64.h"
#include "actor.h"

// Only A_OBJ_SIGNPOST_OBLONG and A_OBJ_SIGNPOST_ARROW are used in room files.
typedef enum AObjType {
    /* 0x00 */ A_OBJ_BLOCK_SMALL,
    /* 0x01 */ A_OBJ_BLOCK_LARGE,
    /* 0x02 */ A_OBJ_BLOCK_HUGE,
    /* 0x03 */ A_OBJ_BLOCK_SMALL_ROT,
    /* 0x04 */ A_OBJ_BLOCK_LARGE_ROT,
    /* 0x05 */ A_OBJ_CUBE_SMALL,
    /* 0x06 */ A_OBJ_UNKNOWN_6,
    /* 0x07 */ A_OBJ_GRASS_CLUMP,
    /* 0x08 */ A_OBJ_TREE_STUMP,
    /* 0x09 */ A_OBJ_SIGNPOST_OBLONG,
    /* 0x0A */ A_OBJ_SIGNPOST_ARROW,
    /* 0x0B */ A_OBJ_BOULDER_FRAGMENT,
    /* 0x0C */ A_OBJ_MAX
} AObjType;

struct EnAObj;

typedef void (*EnAObjActionFunc)(struct EnAObj*, struct PlayState*);

typedef struct EnAObj {
    /* 0x000 */ DynaPolyActor dyna;
    /* 0x164 */ EnAObjActionFunc actionFunc;
    /* 0x168 */ s32 rotateWaitTimer;
    /* 0x16C */ s16 textId;
    /* 0x16E */ s16 rotateState;
    /* 0x170 */ s16 rotateForTimer;
    /* 0x172 */ s16 rotSpeedY;
    /* 0x174 */ s16 rotSpeedX;
    /* 0x178 */ f32 focusYoffset;
    /* 0x17C */ ColliderCylinder collider;
} EnAObj; // size = 0x1C8

#endif