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#ifndef D_A_NPC_UK_H
#define D_A_NPC_UK_H
#include "f_op/f_op_actor.h"
class daNpc_Uk_c : public fopAc_ac_c {
public:
void ChkOrder(unsigned char) {}
void ClrOrder(unsigned char) {}
void SetOrder(unsigned char) {}
void chkFlag(unsigned short) {}
void clrFlag(unsigned short) {}
void getBackboneJntNum() {}
void getBackbone_x() {}
void getBackbone_y() {}
void getHeadJntNum() {}
void getHead_x() {}
void getHead_y() {}
void incAttnSetCount() {}
void setAction(int (daNpc_Uk_c::*)(void*), void*) {}
void setAttentionBasePos(cXyz) {}
void setEyePos(cXyz) {}
void setFlag(unsigned short) {}
void getType();
void getPath();
void getShapeType();
void getCaughtFlag();
void getFoundFlag();
void getFirstTalk();
void chkGameStart();
void chkPositioning(float, float, float, short, short);
void nextVisitMode();
void approachRun(fopAc_ac_c*);
void aroundWalk(fopAc_ac_c*);
void surrender();
void runawayInit();
void initTexPatternAnm(bool);
void playTexPatternAnm();
void setAnm(signed char, unsigned char);
void chkAttentionLocal();
void chkAttention();
void setAnmStatus();
void eventOrder();
void checkOrder();
void next_msgStatus(unsigned long*);
void getMsg();
void setCollision();
void msgAnm(unsigned char);
void talkInit();
void talk();
void init();
void setAttention(bool);
void getLookBackMode();
void lookBack();
void getStaffName();
void checkDemoStart();
void getNowEventAction();
void visitInit(unsigned char);
void visitProc();
void wait01();
void talk01();
void talk02();
void visitTalkInit();
void visitSetEvent();
void visit01();
void warningB();
void warningC();
void warningD();
void found();
void runaway();
void jump();
void jitanda01();
void jitanda02();
void demo01();
void demo02();
void demoInitCom();
void demoProc();
void wait_action(void*);
void seek_action(void*);
void hind_action(void*);
void visit_action(void*);
BOOL _draw();
BOOL _execute();
BOOL _delete();
cPhs_State _create();
void CreateHeap();
public:
/* Place member variables here */
};
#endif /* D_A_NPC_UK_H */
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