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

47 lines
1.5 KiB
C++

#pragma once
#include "Game/AI/Action/actionOneTimeWaterFloatStopASPlay.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class WaterFloatIgniteToTarget : public OneTimeWaterFloatStopASPlay {
SEAD_RTTI_OVERRIDE(WaterFloatIgniteToTarget, OneTimeWaterFloatStopASPlay)
public:
explicit WaterFloatIgniteToTarget(const InitArg& arg);
~WaterFloatIgniteToTarget() 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 0x88
const float* mIgniteSpeed_s{};
// static_param at offset 0x90
const float* mMaxNoiseDist_s{};
// static_param at offset 0x98
const float* mOffsetHeight_s{};
// static_param at offset 0xa0
sead::SafeString mBaseNode_s{};
// static_param at offset 0xb0
const sead::Vector3f* mIgniteOffset_s{};
// static_param at offset 0xb8
const sead::Vector3f* mIgniteRotate_s{};
// static_param at offset 0xc0
const sead::Vector3f* mIgniteRotSpeed_s{};
// static_param at offset 0xc8
const sead::Vector3f* mDirMinAngle_s{};
// static_param at offset 0xd0
const sead::Vector3f* mDirMaxAngle_s{};
// dynamic_param at offset 0xd8
sead::Vector3f* mTargetPos_d{};
// dynamic_param at offset 0xe0
ksys::act::BaseProcHandle** mIgniteHandle_d{};
};
} // namespace uking::action