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#ifndef D_A_OBJ_JUNK_REPAIRING_H
#define D_A_OBJ_JUNK_REPAIRING_H
#include "d/a/obj/d_a_obj_base.h"
#include "m/m3d/m_shadow.h"
#include "m/m3d/m_smdl.h"
#include "nw4r/g3d/res/g3d_resfile.h"
#include "s/s_State.hpp"
class dMyShadowCircle_c : public m3d::mShadowCircle_c {};
class dAcOJunkRep_c : public dAcObjBase_c {
public:
dAcOJunkRep_c() : mStateMgr(*this), mpModelToUse(nullptr) {}
virtual ~dAcOJunkRep_c() {}
virtual bool createHeap() override;
virtual int create() override;
virtual int actorExecute() override;
virtual int draw() override;
virtual int doDelete() override;
STATE_FUNC_DECLARE(dAcOJunkRep_c, Wait);
private:
static const f32 sSomeFloat;
inline const char *getMdlName1() {
return "JunkRepairobject";
}
inline const char *getMdlName2() {
return "JunkRepairobjectB";
}
bool loadMdl(m3d::smdl_c &mdl, const char *name);
void realizeState();
bool getState();
nw4r::g3d::ResFile mResFile;
m3d::smdl_c *mpModelToUse;
m3d::smdl_c mModel1;
m3d::smdl_c mModel2;
dMyShadowCircle_c mShadow;
STATE_MGR_DECLARE(dAcOJunkRep_c);
};
#endif
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