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#ifndef D_A_NPC_DS1_H
#define D_A_NPC_DS1_H
#include "f_op/f_op_actor.h"
#include "d/d_shop.h"
class daNpc_Ds1_c : public fopAc_ac_c {
public:
void checkAction(int (daNpc_Ds1_c::*)(void*)) {}
void getBackboneJntNum() {}
void getBackbone_x() {}
void getBackbone_y() {}
void getHeadJntNum() {}
void getHead_x() {}
void getHead_y() {}
void incAttnSetCount() {}
void setAction(int (daNpc_Ds1_c::*)(void*), void*) {}
void setAttentionBasePos(cXyz) {}
void setEyePos(cXyz) {}
void XyEventCB(int);
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 lookBack();
void wait01();
void talk01();
void getdemo_action(void*);
void privateCut();
void evn_setAnm_init(int);
void evn_Anm();
void evn_talk_init(int);
void evn_continue_talk_init(int);
void evn_talk();
void evn_jnt_lock_init(int);
void evn_player_hide_init(int);
void evn_head_swing_init(int);
void evn_ItemModel_init(int);
void evn_move_pos_init(int);
void evn_move_pos();
void evn_init_pos_init(int);
void event_action(void*);
void wait_action(void*);
void dummy_action(void*);
void RoomEffectSet();
void RoomEffectDelete();
BOOL _draw();
BOOL _execute();
BOOL _delete();
cPhs_State _create();
void CreateHeap();
public:
/* 0x290 */ u8 m290[0x83C - 0x290];
/* 0x83C */ ShopItems_c mShopItems;
/* 0x880 */ ShopCursor_c* mpShopCursor;
/* 0x884 */ u8 m884[0x8A0 - 0x884];
};
class daNpc_Ds1_childHIO_c {
public:
daNpc_Ds1_childHIO_c();
public:
/* Place member variables here */
};
class daNpc_Ds1_HIO_c {
public:
daNpc_Ds1_HIO_c();
public:
/* Place member variables here */
};
#endif /* D_A_NPC_DS1_H */
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