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#ifndef D_A_NPC_SV_H
#define D_A_NPC_SV_H
#include "f_op/f_op_actor.h"
#include "d/d_cc_d.h"
struct sSvAnmDat {
};
class daNpcSv_c : public fopAc_ac_c {
public:
void getMsgPtn() {}
void getNpcNo() {}
void getPhaseP() {}
void setResFlag(unsigned char) {}
daNpcSv_c();
cPhs_State _create();
void createHeap();
void createInit();
bool _delete();
bool _draw();
bool _execute();
void executeCommon();
void executeSetMode(unsigned char);
void executeWaitInit();
void executeWait();
void executeTalkInit();
void executeTalk();
void checkOrder();
void eventOrder();
void eventMove();
void privateCut();
void eventMesSetInit(int);
void eventMesSet();
void eventGetItemInit(int);
void eventGetItem();
void eventSetAngleInit();
void eventAttentionInit(int);
void eventAttention();
void eventTurnOkInit();
void talk2(int, fopAc_ac_c*);
void next_msgStatus(unsigned long*);
void getMsg();
void setMessage(unsigned long);
void setAnmFromMsgTag();
void getPrmNpcNo();
void setMtx();
void chkAttention();
void lookBack();
void playAnm();
void setAnm(unsigned char, int, float);
void setAnmTbl(sSvAnmDat*);
void setCollision(dCcD_Cyl*, cXyz, float, float);
void getTalkNo();
void isTalkOK();
public:
/* Place member variables here */
};
#endif /* D_A_NPC_SV_H */
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