Files
botw/src/Game/AI/Action/actionDungeonRotateBase.h
T
2020-12-28 01:26:51 +01:00

44 lines
1.3 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class DungeonRotateBase : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(DungeonRotateBase, ksys::act::ai::Action)
public:
explicit DungeonRotateBase(const InitArg& arg);
~DungeonRotateBase() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// static_param at offset 0x20
const int* mRotateAxisIndex_s{};
// map_unit_param at offset 0x28
const int* mInitDgnPriority_m{};
// map_unit_param at offset 0x30
const int* mCameraPattern_m{};
// map_unit_param at offset 0x38
const int* mRemainsPartType_m{};
// map_unit_param at offset 0x40
const float* mTiltAngularSpeed_m{};
// map_unit_param at offset 0x48
const float* mInitDgnRotRad_m{};
// map_unit_param at offset 0x50
const float* mCameraPower_m{};
// map_unit_param at offset 0x58
const float* mCameraRange_m{};
// map_unit_param at offset 0x60
const float* mVelocityControlRate_m{};
// map_unit_param at offset 0x68
const float* mAngleVelocityControlAccelDeg_m{};
};
} // namespace uking::action