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

60 lines
1.6 KiB
C++

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