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

42 lines
1.2 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ForkJumpToTargetOnDownEnd : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ForkJumpToTargetOnDownEnd, ksys::act::ai::Action)
public:
explicit ForkJumpToTargetOnDownEnd(const InitArg& arg);
~ForkJumpToTargetOnDownEnd() 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 0x20
const float* mAngleDir_s{};
// static_param at offset 0x28
const float* mJumpDist_s{};
// static_param at offset 0x30
const float* mJumpHeight_s{};
// static_param at offset 0x38
const float* mLimitSpeed_s{};
// static_param at offset 0x40
const float* mEndGrSpeed_s{};
// static_param at offset 0x48
const float* mJumpMinDist_s{};
// static_param at offset 0x50
const bool* mIsBasisByTarget_s{};
// static_param at offset 0x58
const bool* mOnGround_s{};
// dynamic_param at offset 0x60
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action