#ifndef D_A_OBJ_RUINED_SAVE_H #define D_A_OBJ_RUINED_SAVE_H #include "d/a/obj/d_a_obj_base.h" #include "m/m3d/m_anmmatclr.h" #include "m/m3d/m_smdl.h" #include "nw4r/g3d/res/g3d_resfile.h" #include "s/s_State.hpp" #include "toBeSorted/actor_event.h" class dAcOruinedSave_c : public dAcObjBase_c { public: dAcOruinedSave_c() : mStateMgr(*this), mEvent(*this, nullptr) {} virtual ~dAcOruinedSave_c() {} virtual bool createHeap() override; virtual int create() override; virtual int doDelete() override; virtual int actorExecute() override; virtual int actorExecuteInEvent() override; virtual int draw() override; STATE_FUNC_DECLARE(dAcOruinedSave_c, Wait); STATE_FUNC_DECLARE(dAcOruinedSave_c, Vanish); private: /* 0x330 */ nw4r::g3d::ResFile mResFile; /* 0x334 */ m3d::smdl_c mMdl; /* 0x350 */ STATE_MGR_DECLARE(dAcOruinedSave_c); /* 0x38C */ ActorEventRelated mEvent; /* 0x3DC */ m3d::anmMatClr_c mAnmMatClr; /* 0x408 */ f32 field_0x408; /* 0x40C */ u32 field_0x40C; }; #endif