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#ifndef D_A_NPC_GK1_H
#define D_A_NPC_GK1_H
#include "f_op/f_op_actor.h"
class J3DNode;
class daNpc_Gk1_c : public fopAc_ac_c {
public:
struct anm_prm_c {
};
void _nodeCB_Head(J3DNode*, J3DModel*);
void _nodeCB_Neck(J3DNode*, J3DModel*);
void _nodeCB_BackBone(J3DNode*, J3DModel*);
void init_GK1_0();
void createInit();
void play_animation();
void setMtx(bool);
void bckResID(int);
void btpResID(int);
void setBtp(signed char, bool);
void init_texPttrnAnm(signed char, bool);
void play_btp_anm();
void setAnm_anm(anm_prm_c*);
void setAnm();
void chngAnmTag();
void ctrlAnmTag();
void chngAnmAtr(unsigned char);
void ctrlAnmAtr();
void setAnm_ATR();
void anmAtr(unsigned short);
void next_msgStatus(unsigned long*);
void getMsg_GK1_0();
void getMsg();
void eventOrder();
void checkOrder();
void chk_talk();
void chk_parts_notMov();
void searchByID(fpc_ProcID, int*);
void lookBack();
void chkAttention();
void setAttention(bool);
void decideType(int);
void privateCut(int);
void endEvent();
void isEventEntry();
void event_proc(int);
void set_action(int (daNpc_Gk1_c::*)(void*), void*);
void setStt(signed char);
void chk_attn();
void wait_1();
void talk_1();
void wait_action1(void*);
void demo();
void shadowDraw();
BOOL _draw();
BOOL _execute();
BOOL _delete();
cPhs_State _create();
void bodyCreateHeap();
void itemCreateHeap();
void hat_CreateHeap();
void CreateHeap();
public:
/* Place member variables here */
};
class daNpc_Gk1_HIO_c {
public:
daNpc_Gk1_HIO_c();
public:
/* Place member variables here */
};
#endif /* D_A_NPC_GK1_H */
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