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#ifndef D_T_SWITCH_H
#define D_T_SWITCH_H
#include "d/t/d_tg.h"
#include "s/s_State.hpp"
#include "toBeSorted/actor_event.h"
class dTgSw_c : public dTg_c {
public:
dTgSw_c() : mStateMgr(*this), mActorEvent(*this, nullptr) {}
virtual ~dTgSw_c() {}
virtual int create() override;
virtual int doDelete() override;
virtual int actorExecute() override;
virtual int draw() override;
STATE_FUNC_DECLARE(dTgSw_c, OnWait);
STATE_FUNC_DECLARE(dTgSw_c, On);
STATE_FUNC_DECLARE(dTgSw_c, OffWait);
STATE_FUNC_DECLARE(dTgSw_c, Off);
private:
bool isLmfBossKeyPuzzle();
void resetAllSwitches();
void resetSwitchesAfterCurrent();
bool isPuzzleSolved();
/* 0x0FC */ STATE_MGR_DECLARE(dTgSw_c);
/* 0x138 */ ActorEventRelated mActorEvent;
/* 0x188 */ u8 mSetSceneFlagId;
/* 0x189 */ u8 mTrigSceneFlagIdBegin;
/* 0x18A */ u8 mFirst2;
/* 0x18B */ u8 mSecond2;
/* 0x18C */ u8 mThird2;
/* 0x18D */ u8 mNumSwitchesToWin;
/* 0x18E */ u8 mTrigSceneFlagIdEnd;
/* 0x18F */ u8 mTimer;
/* 0x190 */ u8 mCurrentFlagPosition;
/* 0x191 */ bool mIsFsBossKeyPuzzle;
/* 0x192 */ u8 field_0x192;
};
#endif
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