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#ifndef D_A_NPC_KP1_H
#define D_A_NPC_KP1_H
#include "f_op/f_op_actor.h"
class daNpc_Kp1_c : public fopAc_ac_c {
public:
struct anm_prm_c {
};
void getAttPos() {}
void getBackboneJntNum() {}
void getBackbone_x() {}
void getBackbone_y() {}
void getEyePos() {}
void getHeadJntNum() {}
void getHead_x() {}
void getHead_y() {}
void createInit();
void setMtx();
void anmResID(int, int*, int*);
void BtpNum2ResID(int, int*);
void setAnm_tex(signed char);
void init_btp(bool, int);
void initTexPatternAnm(bool);
void playTexPatternAnm();
void setAnm_anm(anm_prm_c*);
void setAnm_NUM(int, int);
void setAnm();
void chngAnmTag();
void ctrlAnmTag();
void chngAnmAtr(unsigned char);
void ctrlAnmAtr();
void setAnm_ATR(int);
void anmAtr(unsigned short);
void setStt(signed char);
void next_msgStatus(unsigned long*);
void getMsg();
void eventOrder();
void checkOrder();
void lookBack();
void chkAttention();
void setAttention();
void chk_talk();
void decideType(int);
void event_actionInit(int);
void event_action();
void privateCut();
void endEvent();
void event_proc();
void set_action(int (daNpc_Kp1_c::*)(void*), void*);
void wait01();
void talk01();
void wait_action1(void*);
void demo();
void shadowDraw();
BOOL _draw();
BOOL _execute();
BOOL _delete();
cPhs_State _create();
void CreateHeap();
public:
/* Place member variables here */
};
class daNpc_Kp1_HIO_c {
public:
daNpc_Kp1_HIO_c();
public:
/* Place member variables here */
};
#endif /* D_A_NPC_KP1_H */
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