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)
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#pragma once
|
|
|
|
#include "KingSystem/ActorSystem/actAiAction.h"
|
|
|
|
namespace uking::action {
|
|
|
|
class SiteBossSwordMove : public ksys::act::ai::Action {
|
|
SEAD_RTTI_OVERRIDE(SiteBossSwordMove, ksys::act::ai::Action)
|
|
public:
|
|
explicit SiteBossSwordMove(const InitArg& arg);
|
|
~SiteBossSwordMove() 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* mAfterImage0AppearFrame_s{};
|
|
// static_param at offset 0x28
|
|
const float* mAfterImage1AppearFrame_s{};
|
|
// static_param at offset 0x30
|
|
const float* mAppearFrame_s{};
|
|
// dynamic_param at offset 0x38
|
|
float* mCurrentFrame_d{};
|
|
// dynamic_param at offset 0x40
|
|
bool* mIsCloseMove_d{};
|
|
// dynamic_param at offset 0x48
|
|
sead::Vector3f* mTargetPos_d{};
|
|
// dynamic_param at offset 0x50
|
|
sead::Vector3f* mMoveDstPos_d{};
|
|
// dynamic_param at offset 0x58
|
|
sead::Vector3f* mAfterImage0Pos_d{};
|
|
// dynamic_param at offset 0x60
|
|
sead::Vector3f* mAfterImage1Pos_d{};
|
|
};
|
|
|
|
} // namespace uking::action
|