Files
botw/src/Game/Actor/Action/actionBackStepToTarget.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

38 lines
1023 B
C++

#pragma once
#include "Game/Actor/Action/actionActionEx.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class BackStepToTarget : public ActionEx {
SEAD_RTTI_OVERRIDE(BackStepToTarget, ActionEx)
public:
explicit BackStepToTarget(const InitArg& arg);
~BackStepToTarget() 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* mStopSpeedRatio_s{};
// static_param at offset 0x28
const float* mStopRotSpeedRatio_s{};
// static_param at offset 0x30
const float* mJumpGravity_s{};
// static_param at offset 0x38
const float* mJumpHeight_s{};
// static_param at offset 0x40
const float* mRotRatio_s{};
// static_param at offset 0x48
const bool* mCheckRotEvent_s{};
// dynamic_param at offset 0x50
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action