mirror of
https://github.com/zeldaret/botw
synced 2026-10-09 21:44:27 -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)
44 lines
1.3 KiB
C++
44 lines
1.3 KiB
C++
#pragma once
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#include "KingSystem/ActorSystem/actAiAction.h"
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namespace uking::action {
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class DungeonRotateBase : public ksys::act::ai::Action {
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SEAD_RTTI_OVERRIDE(DungeonRotateBase, ksys::act::ai::Action)
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public:
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explicit DungeonRotateBase(const InitArg& arg);
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~DungeonRotateBase() 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 0x20
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const int* mRotateAxisIndex_s{};
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// map_unit_param at offset 0x28
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const int* mInitDgnPriority_m{};
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// map_unit_param at offset 0x30
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const int* mCameraPattern_m{};
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// map_unit_param at offset 0x38
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const int* mRemainsPartType_m{};
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// map_unit_param at offset 0x40
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const float* mTiltAngularSpeed_m{};
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// map_unit_param at offset 0x48
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const float* mInitDgnRotRad_m{};
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// map_unit_param at offset 0x50
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const float* mCameraPower_m{};
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// map_unit_param at offset 0x58
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const float* mCameraRange_m{};
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// map_unit_param at offset 0x60
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const float* mVelocityControlRate_m{};
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// map_unit_param at offset 0x68
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const float* mAngleVelocityControlAccelDeg_m{};
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};
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} // namespace uking::action
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