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#ifndef D_A_OBJ_APPEAR_BRIDGE_H
#define D_A_OBJ_APPEAR_BRIDGE_H
#include "d/a/obj/d_a_obj_base.h"
#include "d/col/bg/d_bg_w.h"
#include "m/m3d/m_anmmatclr.h"
#include "m/m3d/m_anmtexsrt.h"
#include "m/m3d/m_smdl.h"
#include "nw4r/g3d/res/g3d_resfile.h"
#include "s/s_State.hpp"
#include "toBeSorted/actor_event.h"
#include "toBeSorted/stage_render_stuff.h"
class dAcOappearBridge_c : public dAcObjBase_c {
public:
dAcOappearBridge_c() : mStateMgr(*this), mActorEvent(*this, nullptr), mSceneCallback(this) {}
virtual ~dAcOappearBridge_c() {}
virtual bool createHeap() override;
virtual int create() override;
virtual int actorExecute() override;
virtual int draw() override;
virtual int doDelete() override;
STATE_FUNC_DECLARE(dAcOappearBridge_c, Wait);
STATE_FUNC_DECLARE(dAcOappearBridge_c, Appear);
STATE_FUNC_DECLARE(dAcOappearBridge_c, Disappear);
private:
static const f32 sMovementRate;
nw4r::g3d::ResFile mResFile;
m3d::smdl_c mModel;
m3d::anmTexSrt_c mSrtAnm;
m3d::anmMatClr_c mClrAnm;
dBgW mCollision;
STATE_MGR_DECLARE(dAcOappearBridge_c);
ActorEventRelated mActorEvent;
// TODO the weak IScnObjCallback functions are in the wrong order.
// The vtable order is dtor, World, Mat, View, Opa, Xlu
// and the emitted order is dtor, Xlu, Opa, View, Mat, World
// but the order in the binary is dtor, Xlu, Opa, Mat, World, View
dScnCallback_c mSceneCallback;
/* 0x650 */ mVec3_c mSoundPosition;
/* 0x65C */ f32 field_0x65C;
/* 0x660 */ u8 mAreaIdx;
/* 0x661 */ u8 mEventId;
};
#endif
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