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#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
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