mirror of
https://github.com/zeldaret/botw
synced 2026-10-09 13:37:01 -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)
47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
#pragma once
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#include "Game/Actor/Action/actionOneTimeWaterFloatStopASPlay.h"
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#include "KingSystem/ActorSystem/actAiAction.h"
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namespace uking::action {
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class WaterFloatIgniteToTarget : public OneTimeWaterFloatStopASPlay {
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SEAD_RTTI_OVERRIDE(WaterFloatIgniteToTarget, OneTimeWaterFloatStopASPlay)
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public:
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explicit WaterFloatIgniteToTarget(const InitArg& arg);
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~WaterFloatIgniteToTarget() 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 0x88
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const float* mIgniteSpeed_s{};
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// static_param at offset 0x90
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const float* mMaxNoiseDist_s{};
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// static_param at offset 0x98
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const float* mOffsetHeight_s{};
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// static_param at offset 0xa0
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sead::SafeString mBaseNode_s{};
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// static_param at offset 0xb0
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const sead::Vector3f* mIgniteOffset_s{};
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// static_param at offset 0xb8
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const sead::Vector3f* mIgniteRotate_s{};
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// static_param at offset 0xc0
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const sead::Vector3f* mIgniteRotSpeed_s{};
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// static_param at offset 0xc8
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const sead::Vector3f* mDirMinAngle_s{};
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// static_param at offset 0xd0
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const sead::Vector3f* mDirMaxAngle_s{};
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// dynamic_param at offset 0xd8
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sead::Vector3f* mTargetPos_d{};
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// dynamic_param at offset 0xe0
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ksys::act::BaseProcHandle** mIgniteHandle_d{};
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};
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} // namespace uking::action
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