#ifndef D_A_LSTAIR_H #define D_A_LSTAIR_H #include "f_op/f_op_actor.h" #include "m_Do/m_Do_ext.h" #include "d/d_kankyo.h" #include "d/d_com_inf_game.h" class daLStair_c : public fopAc_ac_c { public: inline BOOL _draw(); bool _delete(); BOOL CreateHeap(); void CreateInit(); cPhs_State _create(); void set_mtx(); void setMoveBGMtx(); bool _execute(); void demoMove(); void checkAppear(); void moveBG(); void appear_stair(); void disappear_stair(); void set_on_se(); void set_off_se(); static const char m_arcname[]; /* 0x290 */ request_of_phase_process_class mPhase; /* 0x298 */ J3DModel* mpModel; /* 0x29C */ dBgW* mpBgW; /* 0x2A0 */ Mtx mBgMtx; /* 0x2D0 */ mDoExt_bckAnm mBckAnm; /* 0x2E0 */ mDoExt_btkAnm mBtkAnm; /* 0x2F4 */ mDoExt_bpkAnm mBpkAnm0; /* 0x308 */ mDoExt_bpkAnm mBpkAnm1; /* 0x31C */ mDoExt_brkAnm mBrkAnm; /* 0x334 */ f32 mStairYOffset; /* 0x338 */ s32 mSwitchNo; /* 0x33C */ u16 mEventState; /* 0x33E */ s16 mEventIdx; /* 0x340 */ u8 mTimer; /* 0x341 */ s8 mAppearTimer; /* 0x342 */ bool mSwitchStatus; /* 0x343 */ bool mEnemyGone; }; #endif /* D_A_LSTAIR_H */