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

58 lines
1.7 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class LevelFlyMoveBase : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(LevelFlyMoveBase, ksys::act::ai::Action)
public:
explicit LevelFlyMoveBase(const InitArg& arg);
~LevelFlyMoveBase() 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* mXZSpeed_s{};
// static_param at offset 0x28
const float* mRotSpd_s{};
// static_param at offset 0x30
const float* mFinRotate_s{};
// static_param at offset 0x38
const float* mHorizontalFinRadius_s{};
// static_param at offset 0x40
const float* mVerticalFinLength_s{};
// static_param at offset 0x48
const float* mTargetHeightOffset_s{};
// static_param at offset 0x50
const float* mRotRatio_s{};
// static_param at offset 0x58
const float* mRiseSpeed_s{};
// static_param at offset 0x60
const float* mDownSpeed_s{};
// static_param at offset 0x68
const float* mCheckStopSpeed_s{};
// static_param at offset 0x70
const float* mVibrateMemoryStep_s{};
// static_param at offset 0x78
const float* mVibrateCheckFrame_s{};
// static_param at offset 0x80
const float* mVibrateStopCheck_s{};
// static_param at offset 0x88
const bool* mIsOverRise_s{};
// static_param at offset 0x90
const bool* mIsSlowDownNearGoal_s{};
// dynamic_param at offset 0x98
sead::Vector3f* mTargetPos_d{};
// aitree_variable at offset 0xa0
void* mRefPosVibrateChecker_a{};
};
} // namespace uking::action