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#ifndef D_A_E_WS_H
#define D_A_E_WS_H
#include "f_op/f_op_actor_mng.h"
#include "m_Do/m_Do_ext.h"
#include "d/d_bg_s_acch.h"
#include "d/d_cc_d.h"
#include "d/d_cc_uty.h"
/**
* @ingroup actors-enemies
* @class daE_WS_c
* @brief Wall Skulltula
*
* @details
*
*/
class daE_WS_c : public fopEn_enemy_c {
public:
enum daE_WS_Action_e {
ACTION_WAIT_e,
ACTION_ATTACK_e,
ACTION_DOWN_e,
ACTION_WIND_DOWN_e,
};
int draw();
void setBck(int, u8, f32, f32);
void setFootSound();
void setActionMode(int);
f32 calcTargetDist(cXyz, cXyz);
s16 calcTargetAngle(cXyz, cXyz);
bool checkInSearchRange(cXyz, cXyz);
int checkPlayerPos();
bool checkAttackEnd();
void executeWait();
void executeAttack();
void executeDown();
void executeWindDown();
void damage_check();
void action();
void mtx_set();
void cc_set();
int execute();
void checkInitialWall();
bool checkBeforeBg(s16);
bool checkWall();
int _delete();
int CreateHeap();
int create();
/* 0x5AC */ request_of_phase_process_class mPhase;
/* 0x5B4 */ mDoExt_McaMorfSO* mAnm_p;
/* 0x5B8 */ Z2CreatureEnemy mSound;
/* 0x65C */ cXyz mHomePos;
/* 0x668 */ csXyz mTargetWallAngle;
/* 0x66E */ csXyz mWallAngle;
/* 0x674 */ f32 mDownColor;
/* 0x678 */ f32 mBodyScale;
/* 0x67C */ int mAction;
/* 0x680 */ int mMode;
/* 0x684 */ u32 mShadowId;
/* 0x688 */ s16 mTargetAngle;
/* 0x68A */ s16 mStepAngle;
/* 0x68C */ u8 mWaitTimer;
/* 0x68E */ s16 mInvulnerabilityTimer;
/* 0x690 */ u8 mIsReturnHome;
/* 0x691 */ u8 arg0;
/* 0x692 */ u8 bitSw;
/* 0x694 */ dBgS_AcchCir mBgc;
/* 0x6D4 */ dBgS_ObjAcch mAcch;
/* 0x8AC */ dCcD_Stts mCcStts;
/* 0x8E8 */ dCcD_Sph mCcSph;
/* 0xA20 */ dCcD_Sph mCcBokkuriSph;
/* 0xB58 */ dCcU_AtInfo mAtInfo;
/* 0xB7C */ u8 mHioSet;
};
STATIC_ASSERT(sizeof(daE_WS_c) == 0xb80);
#endif /* D_A_E_WS_H */
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