mirror of
https://github.com/zeldaret/botw
synced 2026-10-09 13:37:01 -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)
38 lines
1003 B
C++
38 lines
1003 B
C++
#pragma once
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#include "Game/Actor/Action/actionActionEx.h"
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#include "KingSystem/ActorSystem/actAiAction.h"
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namespace uking::action {
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class LargeAttack : public ActionEx {
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SEAD_RTTI_OVERRIDE(LargeAttack, ActionEx)
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public:
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explicit LargeAttack(const InitArg& arg);
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~LargeAttack() 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* mWeaponIdx_s{};
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// static_param at offset 0x28
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const float* mRotSpd_s{};
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// dynamic_param at offset 0x30
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sead::Vector3f* mTargetPos_d{};
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// static_param at offset 0x38
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const float* mAttackRatio_s{};
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// static_param at offset 0x40
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const float* mJustAvoidSideDist_s{};
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// static_param at offset 0x48
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const float* mJustAvoidBackDist_s{};
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// static_param at offset 0x50
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const float* mJustAvoidAngle_s{};
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};
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} // namespace uking::action
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