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

43 lines
1.3 KiB
C++

#pragma once
#include "Game/AI/Action/actionOnetimeStopASPlay.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class IgniteToTargetSimple : public OnetimeStopASPlay {
SEAD_RTTI_OVERRIDE(IgniteToTargetSimple, OnetimeStopASPlay)
public:
explicit IgniteToTargetSimple(const InitArg& arg);
~IgniteToTargetSimple() 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 0x48
const float* mIgniteSpeed_s{};
// static_param at offset 0x50
const float* mOffsetHeight_s{};
// static_param at offset 0x58
const bool* mIsConnectChild_s{};
// static_param at offset 0x60
sead::SafeString mBaseNode_s{};
// static_param at offset 0x70
const sead::Vector3f* mIgniteOffset_s{};
// static_param at offset 0x78
const sead::Vector3f* mIgniteRotate_s{};
// static_param at offset 0x80
const sead::Vector3f* mIgniteRotSpeed_s{};
// dynamic_param at offset 0x88
sead::Vector3f* mTargetPos_d{};
// dynamic_param at offset 0x90
ksys::act::BaseProcHandle** mIgniteHandle_d{};
};
} // namespace uking::action