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#ifndef D_T_ALL_DIE_H
#define D_T_ALL_DIE_H
#include "d/d_area.h"
#include "d/t/d_tg.h"
#include "m/m_mtx.h"
#include "toBeSorted/time_area_mgr.h"
class dTgAllDie_c : public dTg_c {
public:
dTgAllDie_c() {}
virtual ~dTgAllDie_c() {}
virtual int create() override;
virtual int doDelete() override;
virtual int draw() override;
virtual int actorExecute() override;
static dTgAllDie_c *getNearestToPlayer(s32 roomId);
private:
/* 0x0FC */ dArea_c mArea;
/* 0x12C */ TimeAreaStruct mTimeArea;
/* 0x138 */ s32 mNumEnemiesInArea;
/* 0x13C */ u16 mTimer0x13C;
/* 0x13E */ u8 mType;
/* 0x13F */ u8 mSceneflag;
/* 0x140 */ u8 mTimer0x140;
/* 0x144 */ u32 field_0x144;
/* 0x145 */ u8 field_0x148;
};
#endif
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