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

40 lines
1.1 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class SiteBossMove : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(SiteBossMove, ksys::act::ai::Action)
public:
explicit SiteBossMove(const InitArg& arg);
~SiteBossMove() 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* mSpeed_s{};
// static_param at offset 0x28
const float* mAccRatio_s{};
// static_param at offset 0x30
const float* mUpdownSpeed_s{};
// static_param at offset 0x38
const float* mAmplitude_s{};
// static_param at offset 0x40
const float* mRotateRate_s{};
// static_param at offset 0x48
sead::SafeString mASName_s{};
// dynamic_param at offset 0x58
sead::Vector3f* mTargetPos_d{};
// dynamic_param at offset 0x60
sead::Vector3f* mMoveDstPos_d{};
};
} // namespace uking::action