#ifndef D_A_NPC_RIVAL_LOD_H #define D_A_NPC_RIVAL_LOD_H #include "d/a/npc/d_a_npc.h" #include "d/d_shadow.h" #include "m/m3d/m_anmmdl.h" #include "s/s_State.hpp" #include "s/s_StateInterfaces.hpp" class dAcNpcRivalLOD_c : public dAcNpc_c { public: dAcNpcRivalLOD_c() : mStateMgr(*this) {} virtual ~dAcNpcRivalLOD_c() {} virtual bool createHeap() override; virtual int create() override; virtual int doDelete() override; virtual int actorExecute() override; virtual int draw() override; // weird actor - uses its own state manager, still // overrides the virtual base state virtual void setState(const sStateIDIf_c &state) override { mStateMgr.changeState(state); } virtual void executeState() override { mStateMgr.executeState(); } virtual bool isInState(const sStateIDIf_c &state) const override { return mStateMgr.isState(state); } STATE_FUNC_DECLARE(dAcNpcRivalLOD_c, Wait); private: /* 0x6E4 */ m3d::mdlAnmChr mMdl; /* 0x74C */ dShadowCircle_c mShadow; /* 0x754 */ STATE_MGR_DECLARE(dAcNpcRivalLOD_c); }; #endif