mirror of
https://github.com/zeldaret/botw
synced 2026-07-11 14:38:41 -04:00
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
#pragma once
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#include "Game/AI/Action/actionOnetimeStopASPlay.h"
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#include "KingSystem/ActorSystem/actAiAction.h"
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namespace uking::action {
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class IgniteToTargetSimple : public OnetimeStopASPlay {
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SEAD_RTTI_OVERRIDE(IgniteToTargetSimple, OnetimeStopASPlay)
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public:
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explicit IgniteToTargetSimple(const InitArg& arg);
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~IgniteToTargetSimple() override;
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bool init_(sead::Heap* heap) override;
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void enter_(ksys::act::ai::InlineParamPack* params) override;
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void leave_() override;
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void loadParams_() override;
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protected:
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void calc_() override;
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// static_param at offset 0x48
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const float* mIgniteSpeed_s{};
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// static_param at offset 0x50
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const float* mOffsetHeight_s{};
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// static_param at offset 0x58
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const bool* mIsConnectChild_s{};
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// static_param at offset 0x60
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sead::SafeString mBaseNode_s{};
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// static_param at offset 0x70
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const sead::Vector3f* mIgniteOffset_s{};
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// static_param at offset 0x78
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const sead::Vector3f* mIgniteRotate_s{};
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// static_param at offset 0x80
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const sead::Vector3f* mIgniteRotSpeed_s{};
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// dynamic_param at offset 0x88
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sead::Vector3f* mTargetPos_d{};
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// dynamic_param at offset 0x90
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ksys::act::BaseProcHandle** mIgniteHandle_d{};
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};
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} // namespace uking::action
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