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#ifndef D_A_NPC_BMS1_H
#define D_A_NPC_BMS1_H
#include "f_op/f_op_actor.h"
#include "d/d_npc.h"
#include "d/d_shop.h"
class daNpc_Bms1_c : public fopAc_ac_c {
public:
void getBackboneJntNum() {}
void getBackbone_x() {}
void getBackbone_y() {}
void getHairLJntNum() {}
void getHairRJntNum() {}
void getHeadJntNum() {}
void getHead_x() {}
void getHead_y() {}
void setAction(int (daNpc_Bms1_c::*)(void*), void*) {}
void setAttentionBasePos(cXyz) {}
void setEyePos(cXyz) {}
void set_mtx();
void initTexPatternAnm(bool);
void playTexPatternAnm();
void setAnm(signed char, float);
void setTexAnm(signed char);
void setAnmFromMsgTag();
void chkAttention(cXyz, short);
void eventOrder();
void checkOrder();
void next_msgStatus(unsigned long*);
void getMsg();
void setCollision();
void talkInit();
void normal_talk();
void shop_talk();
void talk();
void CreateInit();
void setAttention(bool);
void checkPlayerLanding();
void lookBack();
void wait01();
void talk01();
void getdemo_action(void*);
void wait_action(void*);
void event_action(void*);
void evn_talk_init(int);
void evn_continue_talk_init(int);
void evn_talk();
void evn_viblation_init(int);
void evn_head_swing_init(int);
void privateCut();
void demo_move();
void demo_end_init();
BOOL _draw();
BOOL _execute();
BOOL _delete();
cPhs_State _create();
void CreateHeap();
public:
/* 0x290 */ dNpc_HeadAnm_c mHeadAnm;
/* 0x2B2 */ u8 m2B2[0x7F8 - 0x2B2];
/* 0x7F8 */ ShopCam_action_c mShopCam;
/* 0x850 */ ShopItems_c mShopItems;
/* 0x894 */ ShopCursor_c* mpShopCursor;
/* 0x898 */ u8 m898[0x8A8 - 0x898];
};
class daNpc_Bms1_childHIO_c {
public:
daNpc_Bms1_childHIO_c();
public:
/* Place member variables here */
};
class daNpc_Bms1_HIO_c {
public:
daNpc_Bms1_HIO_c();
public:
/* Place member variables here */
};
#endif /* D_A_NPC_BMS1_H */
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