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#ifndef D_A_OBJ_MOLE_SOIL_H
#define D_A_OBJ_MOLE_SOIL_H
#include "d/a/obj/d_a_obj_base.h"
#include "m/m3d/m_smdl.h"
#include "nw4r/g3d/res/g3d_resfile.h"
#include "s/s_State.hpp"
class dAcOmoleSoil_c : public dAcObjBase_c {
public:
dAcOmoleSoil_c() : mStateMgr(*this) {}
virtual ~dAcOmoleSoil_c() {}
virtual bool createHeap() override;
virtual int create() override;
virtual int actorExecute() override;
virtual int draw() override;
virtual int doDelete() override;
STATE_FUNC_DECLARE(dAcOmoleSoil_c, Wait);
STATE_FUNC_DECLARE(dAcOmoleSoil_c, Appear);
STATE_FUNC_DECLARE(dAcOmoleSoil_c, DisAppear);
private:
const static f32 sHalfScale;
const static f32 sFullScale;
u8 getNextState() {
return mDesiredNextState;
}
nw4r::g3d::ResFile mBrres;
m3d::smdl_c mModel;
STATE_MGR_DECLARE(dAcOmoleSoil_c);
f32 mScale;
u8 mDesiredNextState;
bool field_0x391;
};
#endif
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