#ifndef D_A_OBJ_CLOUD_DIVE_H #define D_A_OBJ_CLOUD_DIVE_H #include "d/a/obj/d_a_obj_base.h" #include "d/col/cc/d_cc_d.h" #include "m/m3d/m_smdl.h" #include "nw4r/g3d/res/g3d_resfile.h" #include "s/s_State.hpp" class dAcOcloudDive_c : public dAcObjBase_c { public: dAcOcloudDive_c() : mStateMgr(*this) {} virtual ~dAcOcloudDive_c() {} virtual bool createHeap() override; virtual int create() override; virtual int doDelete() override; virtual int actorExecute() override; virtual int draw() override; bool fn_350_6F0(); bool fn_350_760(); STATE_FUNC_DECLARE(dAcOcloudDive_c, Wait); STATE_FUNC_DECLARE(dAcOcloudDive_c, Dead); private: /* 0x330 */ nw4r::g3d::ResFile mResFile; /* 0x334 */ m3d::smdl_c mMdl; /* 0x350 */ dCcD_Cyl mCollider; /* 0x4A0 */ STATE_MGR_DECLARE(dAcOcloudDive_c); /* 0x4DC */ u8 field_0x4DC; /* 0x4DD */ u8 mItemID; /* 0x4E0 */ f32 mRadius; static const f32 mRadius1; static const f32 mRadius2; static const f32 height; static dCcD_SrcCyl sCylSrc; }; #endif