#ifndef D_A_NPC_MK_STATIC_H #define D_A_NPC_MK_STATIC_H #include "d/actor/d_a_player_main.h" #include "d/d_npc.h" #include "dolphin/types.h" #include "SSystem/SComponent/c_xyz.h" class daNpc_Mk_Static_c { public: void aroundWalk(fopAc_ac_c*, fopAc_ac_c*, u8); u32 turnPath(fopAc_ac_c*, dNpc_PathRun_c*, u8); BOOL chkPath(fopAc_ac_c*, dNpc_PathRun_c*, u8); BOOL walkPath(fopAc_ac_c*, dNpc_PathRun_c*, u8); f32 getSpeedF(f32, f32); void init(u8, u16); u8 goFarLink_3(fopAc_ac_c*, dNpc_PathRun_c*); u8 goFarLink_2(fopAc_ac_c*, dNpc_PathRun_c*); void runaway_com2(dNpc_PathRun_c*, u8); u8 runAwayProc(fopAc_ac_c*, dNpc_PathRun_c*, dCcD_Cyl*, s16*); BOOL chkGameSet(); void setRndPathPos(fopAc_ac_c*, dNpc_PathRun_c*); BOOL chkPointPass(cXyz*, cXyz*, cXyz*); /* 0x00 */ u8 m0; /* 0x04 */ f32 m4; /* 0x08 */ u16 m8; /* 0x0A */ u16 ma; /* 0x0C */ u8 mPointIndex1; /* 0x0D */ bool md; /* 0x0E */ u8 me; /* 0x0F */ u8 mPointIndex2; }; #endif /* D_A_NPC_MK_STATIC_H */