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#ifndef Z_EN_AM_H
#define Z_EN_AM_H

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

struct EnAm;

typedef void (*EnAmActionFunc)(struct EnAm*, struct PlayState*);

typedef struct EnAm {
    /* 0x0000 */ DynaPolyActor dyna;
    /* 0x0164 */ SkelAnime skelAnime;
    /* 0x01A8 */ s32 behavior;
    /* 0x01AC */ Vec3s jointTable[14];
    /* 0x0200 */ Vec3s morphTable[14];
    /* 0x0254 */ EnAmActionFunc actionFunc;
    /* 0x0258 */ s16 unk_258;
    /* 0x025A */ s16 cooldownTimer;
    /* 0x025C */ s16 attackTimer; // start going back home after reaching 0
    /* 0x025E */ s16 iceTimer;
    /* 0x0260 */ s16 deathTimer; // explode after reaching 0
    /* 0x0262 */ s16 panicSpinRot; // used when panicking before death
    /* 0x0264 */ s16 unk_264;
    /* 0x0266 */ u8 textureBlend; // 0 = statue textures; 255 = enemy textures
    /* 0x0267 */ u8 damageReaction;
    /* 0x0268 */ Vec3f shakeOrigin; // center point to shake around when waking up
    /* 0x0274 */ ColliderCylinder hurtCollider;
    /* 0x02C0 */ ColliderCylinder blockCollider;
    /* 0x030C */ ColliderQuad hitCollider;
} EnAm; // size = 0x038C

typedef enum ArmosType {
    /* 0 */ ARMOS_STATUE,
    /* 1 */ ARMOS_ENEMY
} ArmosType;

#endif