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)
60 lines
1.6 KiB
C++
60 lines
1.6 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 UKingEmitEffectLoopAction : public ksys::act::ai::Action {
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SEAD_RTTI_OVERRIDE(UKingEmitEffectLoopAction, ksys::act::ai::Action)
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public:
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explicit UKingEmitEffectLoopAction(const InitArg& arg);
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~UKingEmitEffectLoopAction() 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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// dynamic_param at offset 0x20
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float* mScale_d{};
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// dynamic_param at offset 0x28
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float* mX_d{};
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// dynamic_param at offset 0x30
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float* mY_d{};
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// dynamic_param at offset 0x38
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float* mZ_d{};
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// dynamic_param at offset 0x40
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float* mRX_d{};
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// dynamic_param at offset 0x48
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float* mRY_d{};
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// dynamic_param at offset 0x50
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float* mRZ_d{};
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// dynamic_param at offset 0x58
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float* mR_d{};
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// dynamic_param at offset 0x60
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float* mG_d{};
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// dynamic_param at offset 0x68
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float* mB_d{};
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// dynamic_param at offset 0x70
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float* mA_d{};
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// dynamic_param at offset 0x78
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bool* mNoFade_d{};
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// dynamic_param at offset 0x80
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bool* mOverWrite_d{};
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// dynamic_param at offset 0x88
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bool* mCutChangeReset_d{};
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// dynamic_param at offset 0x90
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sead::SafeString mActor_d{};
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// dynamic_param at offset 0xa0
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sead::SafeString mInstanceName_d{};
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// dynamic_param at offset 0xb0
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sead::SafeString mELinkKey_d{};
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// dynamic_param at offset 0xc0
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sead::SafeString mOption_d{};
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};
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} // namespace uking::action
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