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#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
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