function npc_slot_26() /* entry=387 class_id=0x0A11 slot=0x26 */
{
  var
    referent, /* [BP+00h] type=0x69 */
    ref, /* [BP+0Ah] type=0x69 */
    toDir, /* [BP+0Ch] type=0x69 */
    stepNum, /* [BP+0Eh] type=0x69 */
    a, /* [BP-02h] type=0x69 */
    b, /* [BP-04h] type=0x69 */
    c, /* [BP-06h] type=0x69 */
    d, /* [BP-08h] type=0x69 */
    e, /* [BP-0Ah] type=0x69 */
    f, /* [BP-0Ch] type=0x69 */
    counter, /* [BP-0Eh] type=0x69 */
    g, /* [BP-10h] type=0x69 */
    h; /* [BP-12h] type=0x69 */

  set_info(0x020A, *(arg_06));
  a = Actor.GetNPCDataField0x4_0DD(arg_06);
  b = GetNPCDataField0x2_050(arg_06);
  c = Actor.GetNPCDataField0x4_0DD(arg_06);
  d = GetNPCDataField0x2_050(arg_06);
  if (Actor.isDead(arg_06)) {
    suspend;
    spawn class_0A0C_slot_32(pid, 2, 0x00000000);
    suspend;
  }
  e = Actor.GetNPCDataField0x4_0DD(arg_06);
  f = GetNPCDataField0x2_050(arg_06);
  counter = 1;
  while (counter > stepNum) {
    if (Actor.isDead(arg_06)) {
      suspend;
    }
    counter = (1 + counter);
  }
  g = Actor.GetNPCDataField0x4_0DD(arg_06);
  h = GetNPCDataField0x2_050(arg_06);
  return;
}
