Files
botw/src/Game/AI/Action/actionAreaRoot.h
T

38 lines
1018 B
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AreaRoot : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AreaRoot, ksys::act::ai::Action)
public:
explicit AreaRoot(const InitArg& arg);
~AreaRoot() override;
bool init_(sead::Heap* heap) override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const float* mAutoSaveInterval_s{};
// map_unit_param at offset 0x28
const int* mCameraPriority_m{};
// map_unit_param at offset 0x30
const bool* mAutoSave_m{};
// map_unit_param at offset 0x38
const bool* mForceCalcInEvent_m{};
// map_unit_param at offset 0x40
sead::SafeString mCameraSet_m{};
// map_unit_param at offset 0x50
sead::SafeString mShape_m{};
// map_unit_param at offset 0x60
sead::SafeString mWarpDestMapName_m{};
// map_unit_param at offset 0x70
sead::SafeString mWarpDestPosName_m{};
};
} // namespace uking::action