Files
botw/src/Game/Actor/Action/actionAnimMatrixDriven.h
T
Léo Lam f4cd38c43b Actor: move all AI code under Game/Actor
Link order shows one sorted actor tree, not a separate AI project: the
Action/AI/Query folders and per-feature folders (Camera, Player, Horse,
...) come out of the same archive rounds as the actor classes.

(AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
2026-09-14 00:02:22 +02:00

36 lines
934 B
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimMatrixDriven : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimMatrixDriven, ksys::act::ai::Action)
public:
explicit AnimMatrixDriven(const InitArg& arg);
~AnimMatrixDriven() 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;
// dynamic_param at offset 0x20
int* mASSlot_d{};
// dynamic_param at offset 0x28
int* mSequenceBank_d{};
// dynamic_param at offset 0x30
float* mStartFrame_d{};
// dynamic_param at offset 0x38
bool* mIsIgnoreSame_d{};
// dynamic_param at offset 0x40
bool* mIsChangeable_d{};
// dynamic_param at offset 0x48
sead::SafeString mASName_d{};
};
} // namespace uking::action