mirror of
https://github.com/zeldaret/botw
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68 lines
3.7 KiB
C++
68 lines
3.7 KiB
C++
#pragma once
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#include <agl/Utils/aglParameter.h>
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#include "KingSystem/Resource/GeneralParamList/resGParamListObject.h"
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#include "KingSystem/Utils/Types.h"
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namespace ksys::res {
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class GParamListObjectLargeSword : public GParamListObject {
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public:
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GParamListObjectLargeSword();
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const char* getName() const override { return "LargeSword"; }
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agl::utl::Parameter<sead::SafeString> mPodName;
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agl::utl::Parameter<sead::Vector3f> mPlayerHoldTransOffset;
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agl::utl::Parameter<sead::Vector3f> mPlayerHoldRotOffset;
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agl::utl::Parameter<sead::Vector3f> mPlayerEquipTransOffset;
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agl::utl::Parameter<sead::Vector3f> mPlayerEquipRotOffset;
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agl::utl::Parameter<sead::Vector3f> mRideHorsePlayerHoldTransOffset;
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agl::utl::Parameter<sead::Vector3f> mRideHorsePlayerHoldRotOffset;
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agl::utl::Parameter<sead::Vector3f> mAffectTransOffsetShield;
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agl::utl::Parameter<sead::Vector3f> mAffectRotOffsetShield;
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agl::utl::Parameter<sead::Vector3f> mAffectTransOffsetBow;
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agl::utl::Parameter<sead::Vector3f> mAffectRotOffsetBow;
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agl::utl::Parameter<sead::Vector3f> mSquatPlayerHoldTransAddOffset;
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agl::utl::Parameter<sead::Vector3f> mSquatPlayerHoldRotAddOffset;
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agl::utl::Parameter<sead::Vector3f> mNPCHoldTransOffset;
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agl::utl::Parameter<sead::Vector3f> mNPCHoldRotOffset;
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agl::utl::Parameter<sead::Vector3f> mNPCEquipTransOffset;
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agl::utl::Parameter<sead::Vector3f> mNPCEquipRotOffset;
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agl::utl::Parameter<sead::Vector3f> mEnemyEquipTransOffset;
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agl::utl::Parameter<sead::Vector3f> mEnemyEquipRotOffset;
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agl::utl::Parameter<sead::Vector3f> mStandEquipTransOffset;
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agl::utl::Parameter<sead::Vector3f> mStandEquipRotOffset;
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agl::utl::Parameter<sead::SafeString> mWeaponSubType;
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};
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KSYS_CHECK_SIZE_NX150(GParamListObjectLargeSword, 0x3a8);
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inline GParamListObjectLargeSword::GParamListObjectLargeSword() {
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auto* const obj = &mObj;
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mPodName.init("", "PodName", "", obj);
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mPlayerHoldTransOffset.init({0.17, -0.025, -0.1}, "PlayerHoldTransOffset", "", obj);
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mPlayerHoldRotOffset.init({16.0, -60.0, -18.0}, "PlayerHoldRotOffset", "", obj);
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mPlayerEquipTransOffset.init({0.0, 0.0, 0.0}, "PlayerEquipTransOffset", "", obj);
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mPlayerEquipRotOffset.init({0.0, 0.0, 0.0}, "PlayerEquipRotOffset", "", obj);
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mRideHorsePlayerHoldTransOffset.init({0.0, 0.0, 0.0}, "RideHorsePlayerHoldTransOffset", "",
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obj);
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mRideHorsePlayerHoldRotOffset.init({0.0, 0.0, 0.0}, "RideHorsePlayerHoldRotOffset", "", obj);
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mAffectTransOffsetShield.init({0.0, 0.0, 0.0}, "AffectTransOffsetShield", "", obj);
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mAffectRotOffsetShield.init({0.0, 0.0, 0.0}, "AffectRotOffsetShield", "", obj);
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mAffectTransOffsetBow.init({0.0, 0.0, 0.0}, "AffectTransOffsetBow", "", obj);
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mAffectRotOffsetBow.init({0.0, 0.0, 0.0}, "AffectRotOffsetBow", "", obj);
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mSquatPlayerHoldTransAddOffset.init({0.0, 0.0, 0.0}, "SquatPlayerHoldTransAddOffset", "", obj);
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mSquatPlayerHoldRotAddOffset.init({0.0, 0.0, 0.0}, "SquatPlayerHoldRotAddOffset", "", obj);
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mNPCHoldTransOffset.init({0.0, 0.0, 0.0}, "NPCHoldTransOffset", "", obj);
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mNPCHoldRotOffset.init({0.0, 0.0, 0.0}, "NPCHoldRotOffset", "", obj);
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mNPCEquipTransOffset.init({0.0, 0.0, 0.0}, "NPCEquipTransOffset", "", obj);
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mNPCEquipRotOffset.init({0.0, 0.0, 0.0}, "NPCEquipRotOffset", "", obj);
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mEnemyEquipTransOffset.init({0.0, 0.0, 0.0}, "EnemyEquipTransOffset", "", obj);
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mEnemyEquipRotOffset.init({0.0, 0.0, 0.0}, "EnemyEquipRotOffset", "", obj);
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mStandEquipTransOffset.init({0.0, 0.0, 0.0}, "StandEquipTransOffset", "", obj);
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mStandEquipRotOffset.init({0.0, 0.0, 0.0}, "StandEquipRotOffset", "", obj);
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mWeaponSubType.init("", "WeaponSubType", "", obj);
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}
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} // namespace ksys::res
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