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)
55 lines
1.6 KiB
C++
55 lines
1.6 KiB
C++
#pragma once
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#include "Game/Actor/Action/actionRandomMoveAction.h"
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#include "KingSystem/ActorSystem/actAiAction.h"
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namespace uking::action {
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class NpcSwimNavMove : public RandomMoveAction {
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SEAD_RTTI_OVERRIDE(NpcSwimNavMove, RandomMoveAction)
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public:
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explicit NpcSwimNavMove(const InitArg& arg);
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~NpcSwimNavMove() 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 0x38
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const int* mUpdateTargetPosInterval_s{};
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// static_param at offset 0x40
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const float* mRotRadPerSec_s{};
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// static_param at offset 0x48
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const float* mWallHitTime_s{};
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// static_param at offset 0x50
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const float* mFinRadius_s{};
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// static_param at offset 0x58
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const float* mFinHeight_s{};
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// static_param at offset 0x60
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const float* mFinRotate_s{};
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// static_param at offset 0x68
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const float* mInWaterDepth_s{};
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// static_param at offset 0x70
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const float* mFloatDepth_s{};
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// static_param at offset 0x78
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const float* mFloatRadius_s{};
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// static_param at offset 0x80
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const float* mFloatCycleTime_s{};
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// static_param at offset 0x88
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const float* mChangeDepthSpeed_s{};
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// static_param at offset 0x90
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const bool* mIsClampRotVel_s{};
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// static_param at offset 0x98
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sead::SafeString mASName_s{};
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// static_param at offset 0xa8
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const sead::Vector3f* mAddCalcStickX_s{};
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// dynamic_param at offset 0xb0
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sead::Vector3f* mTargetPos_d{};
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};
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} // namespace uking::action
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