#ifndef D_T_ALL_DIE_H #define D_T_ALL_DIE_H #include "d/d_area.h" #include "d/t/d_tg.h" #include "m/m_mtx.h" #include "toBeSorted/time_area_mgr.h" class dTgAllDie_c : public dTg_c { public: dTgAllDie_c() {} virtual ~dTgAllDie_c() {} virtual int create() override; virtual int doDelete() override; virtual int draw() override; virtual int actorExecute() override; static dTgAllDie_c *getNearestToPlayer(s32 roomId); private: /* 0x0FC */ dArea_c mArea; /* 0x12C */ TimeAreaStruct mTimeArea; /* 0x138 */ s32 mNumEnemiesInArea; /* 0x13C */ u16 mTimer0x13C; /* 0x13E */ u8 mType; /* 0x13F */ u8 mSceneflag; /* 0x140 */ u8 mTimer0x140; /* 0x144 */ u32 field_0x144; /* 0x145 */ u8 field_0x148; }; #endif