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

35 lines
926 B
C++

#pragma once
#include "Game/Actor/Action/actionOnetimeStopASPlay.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class DropWeapon : public OnetimeStopASPlay {
SEAD_RTTI_OVERRIDE(DropWeapon, OnetimeStopASPlay)
public:
explicit DropWeapon(const InitArg& arg);
~DropWeapon() 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 int* mWeaponIdx_s{};
// static_param at offset 0x50
const float* mWeaponDropSpeedXZ_s{};
// static_param at offset 0x58
const float* mWeaponDropSpeedY_s{};
// static_param at offset 0x60
const float* mAngleOffsetY_s{};
// static_param at offset 0x68
const bool* mChemReset_s{};
};
} // namespace uking::action