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#ifndef Z_DEMO_SA_H
#define Z_DEMO_SA_H
#include "ultra64.h"
#include "actor.h"
struct DemoSa;
typedef void (*DemoSaActionFunc)(struct DemoSa*, struct PlayState*);
typedef void (*DemoSaDrawFunc)(struct DemoSa*, struct PlayState*);
typedef struct DemoSa {
/* 0x0000 */ Actor actor;
/* 0x014C */ SkelAnime skelAnime;
/* 0x0190 */ s16 eyeIndex;
/* 0x0192 */ s16 blinkTimer;
/* 0x0194 */ s16 mouthIndex;
/* 0x0198 */ s32 action;
/* 0x019C */ s32 drawConfig;
/* 0x01A0 */ f32 fadeTimer;
/* 0x01A4 */ s32 alpha;
/* 0x01A8 */ s32 isLightBall;
/* 0x01AC */ s32 cueId;
/* 0x01B0 */ s32 isHoldingOcarina;
} DemoSa; // size = 0x01B4
typedef enum DemoSaAction {
/* 0 */ DEMOSA_ACTION_SETUP_FOREST_MEDALLION_CS,
/* 1 */ DEMOSA_ACTION_AWAIT_BLUE_WARP,
/* 2 */ DEMOSA_ACTION_RISE_THROUGH_BLUE_WARP,
/* 3 */ DEMOSA_ACTION_CHAMBER_OF_SAGES_DIALOG,
/* 4 */ DEMOSA_ACTION_RAISE_ARMS_FOR_MEDALLION,
/* 5 */ DEMOSA_ACTION_AWAIT_FOREST_MEDALLION,
/* 6 */ DEMOSA_ACTION_END_MEDALLION_CS,
/* 7 */ DEMOSA_ACTION_SAGE_INVISIBLE,
/* 8 */ DEMOSA_ACTION_SAGE_FADE,
/* 9 */ DEMOSA_ACTION_AWAIT_LIGHT_BALL,
/* 10 */ DEMOSA_ACTION_UNUSED,
/* 11 */ DEMOSA_ACTION_CREDITS_INVISIBLE,
/* 12 */ DEMOSA_ACTION_CREDITS_FADE_IN,
/* 13 */ DEMOSA_ACTION_CREDITS_FACING_FORWARD,
/* 14 */ DEMOSA_ACTION_CREDITS_LOOK_DOWN_AT_DARUNIA,
/* 15 */ DEMOSA_ACTION_CREDITS_LOOK_BACK_UP,
/* 16 */ DEMOSA_ACTION_BRIDGE_INVISIBLE,
/* 17 */ DEMOSA_ACTION_BRIDGE_FADE_IN,
/* 18 */ DEMOSA_ACTION_BRIDGE_LOOKING_SAD,
/* 19 */ DEMOSA_ACTION_BRIDGE_CLUTCH_OCARINA,
/* 20 */ DEMOSA_ACTION_BRIDGE_GIVE_OCARINA
} DemoSaAction;
typedef enum DemoSaDrawConfig {
/* 0 */ DEMOSA_DRAW_NOTHING,
/* 1 */ DEMOSA_DRAW_OPA,
/* 2 */ DEMOSA_DRAW_XLU
} DemoSaDrawConfig;
#endif
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