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)
38 lines
1.0 KiB
C++
38 lines
1.0 KiB
C++
#pragma once
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#include "KingSystem/ActorSystem/actAiAction.h"
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namespace uking::action {
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class RequestEvent : public ksys::act::ai::Action {
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SEAD_RTTI_OVERRIDE(RequestEvent, ksys::act::ai::Action)
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public:
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explicit RequestEvent(const InitArg& arg);
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~RequestEvent() 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 0x20
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const bool* mIsSelfEvent_s{};
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// static_param at offset 0x28
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const bool* mIsAddEntrySelfName_s{};
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// static_param at offset 0x30
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const bool* mIsLoadEvent_s{};
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// static_param at offset 0x38
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const bool* mIsPauseOtherActors_s{};
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// static_param at offset 0x40
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const bool* mIsWaitRun_s{};
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// static_param at offset 0x48
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sead::SafeString mEventName_s{};
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// static_param at offset 0x58
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sead::SafeString mEntryPointName_s{};
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};
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} // namespace uking::action
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