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

76 lines
2.5 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ItemAmiiboCreateFromDropTable : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ItemAmiiboCreateFromDropTable, ksys::act::ai::Action)
public:
explicit ItemAmiiboCreateFromDropTable(const InitArg& arg);
~ItemAmiiboCreateFromDropTable() 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 int* mCreateInterval_s{};
// static_param at offset 0x28
const int* mClearSealNum_s{};
// static_param at offset 0x30
const int* mHitRateAdjustStart_s{};
// static_param at offset 0x38
const int* mHitRateAdjustEnd_s{};
// static_param at offset 0x40
const float* mCreateArea_s{};
// static_param at offset 0x48
const float* mBigHitRate1st_s{};
// static_param at offset 0x50
const float* mBigHitRate2nd_s{};
// static_param at offset 0x58
const float* mBigHitRate3rd_s{};
// static_param at offset 0x60
const float* mGreatHitRate1st_s{};
// static_param at offset 0x68
const float* mGreatHitRate2nd_s{};
// static_param at offset 0x70
const float* mGreatHitRate3rd_s{};
// static_param at offset 0x78
const float* mDropNumRate1st_s{};
// static_param at offset 0x80
const float* mDropNumRate2nd_s{};
// static_param at offset 0x88
const float* mDropNumRate3rd_s{};
// static_param at offset 0x90
const float* mSmallHitRate1st_s{};
// static_param at offset 0x98
const float* mSmallHitRate2nd_s{};
// static_param at offset 0xa0
const float* mSmallHitRate3rd_s{};
// static_param at offset 0xa8
sead::SafeString mPairActor_0_s{};
// static_param at offset 0xb8
sead::SafeString mPairActor_1_s{};
// static_param at offset 0xc8
sead::SafeString mPairActor_2_s{};
// static_param at offset 0xd8
sead::SafeString mFlagActor_0_s{};
// static_param at offset 0xe8
sead::SafeString mFlagActor_1_s{};
// static_param at offset 0xf8
sead::SafeString mFlagActor_2_s{};
// static_param at offset 0x108
sead::SafeString mNotFlagActor_0_s{};
// static_param at offset 0x118
sead::SafeString mNotFlagActor_1_s{};
// static_param at offset 0x128
const sead::Vector3f* mCreateOffset_s{};
};
} // namespace uking::action