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

50 lines
1.4 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class BowChildDeviceNormal : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(BowChildDeviceNormal, ksys::act::ai::Action)
public:
explicit BowChildDeviceNormal(const InitArg& arg);
~BowChildDeviceNormal() 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 float* mMoveSpeed_s{};
// static_param at offset 0x28
const float* mWaitTime_s{};
// static_param at offset 0x30
const float* mAccelRate_s{};
// static_param at offset 0x38
const float* mBrakeStartDist_s{};
// static_param at offset 0x40
const float* mVibrationSpeed_s{};
// static_param at offset 0x48
const float* mStopDist_s{};
// static_param at offset 0x50
const float* mVibrationLength_s{};
// static_param at offset 0x58
const float* mMoveTime_s{};
// static_param at offset 0x60
const bool* mIsMoveAccel_s{};
// dynamic_param at offset 0x68
int* mID_d{};
// dynamic_param at offset 0x70
float* mXRotateAngle_d{};
// dynamic_param at offset 0x78
sead::Vector3f* mTargetPos_d{};
// dynamic_param at offset 0x80
ksys::act::BaseProcLink* mParentActor_d{};
};
} // namespace uking::action