#ifndef D_A_OBJ_WOOD_PENDULUM_H #define D_A_OBJ_WOOD_PENDULUM_H #include "d/d_com_inf_game.h" #include "f_op/f_op_actor_mng.h" /** * @ingroup actors-objects * @class daObjWPndlm_c * @brief Wooden Pendulum * * @details * */ class daObjWPndlm_c : public fopAc_ac_c { public: /* 80D39418 */ void initBaseMtx(); /* 80D39454 */ void setBaseMtx(); /* 80D394CC */ int Create(); /* 80D395C8 */ int CreateHeap(); /* 80D39638 */ int create(); /* 80D39978 */ int execute(); /* 80D39B68 */ int draw(); /* 80D39BCC */ int _delete(); u32 getArg0() { return fopAcM_GetParamBit(this, 0, 8); } u32 getArg1() { return fopAcM_GetParamBit(this, 8, 8); } private: /* 0x568 */ request_of_phase_process_class mPhaseReq; /* 0x570 */ J3DModel* mpModel; /* 0x574 */ dCcD_Stts mStts; /* 0x5B0 */ dCcD_Sph mSph; /* 0x6E8 */ dCcD_Sph field_0x6e8[2]; /* 0x958 */ s16 field_0x958; /* 0x95A */ s16 field_0x95a; /* 0x95C */ s16 field_0x95c; }; STATIC_ASSERT(sizeof(daObjWPndlm_c) == 0x960); #endif /* D_A_OBJ_WOOD_PENDULUM_H */