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botw/src/KingSystem/Resource/GeneralParamList/resGParamListObjectLargeSword.h
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2020-09-19 23:43:33 +02:00

68 lines
3.7 KiB
C++

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