mirror of
https://github.com/zeldaret/botw
synced 2026-10-10 05:51:51 -04:00
f4cd38c43b
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)
35 lines
926 B
C++
35 lines
926 B
C++
#pragma once
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#include "Game/Actor/Action/actionOnetimeStopASPlay.h"
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#include "KingSystem/ActorSystem/actAiAction.h"
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namespace uking::action {
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class DropWeapon : public OnetimeStopASPlay {
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SEAD_RTTI_OVERRIDE(DropWeapon, OnetimeStopASPlay)
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public:
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explicit DropWeapon(const InitArg& arg);
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~DropWeapon() 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 int* mWeaponIdx_s{};
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// static_param at offset 0x50
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const float* mWeaponDropSpeedXZ_s{};
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// static_param at offset 0x58
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const float* mWeaponDropSpeedY_s{};
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// static_param at offset 0x60
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const float* mAngleOffsetY_s{};
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// static_param at offset 0x68
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const bool* mChemReset_s{};
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};
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} // namespace uking::action
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