botw/src/Game/AI/Action/actionAnimalFollowBase.h

60 lines
1.9 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class AnimalFollowBase : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(AnimalFollowBase, ksys::act::ai::Action)
public:
explicit AnimalFollowBase(const InitArg& arg);
~AnimalFollowBase() 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;
// static_param at offset 0x20
const int* mUseGearType_s{};
// static_param at offset 0x28
const float* mWaitDistanceToLeader_s{};
// static_param at offset 0x30
const float* mGear1DistanceToLeader_s{};
// static_param at offset 0x38
const float* mGear2DistanceToLeader_s{};
// static_param at offset 0x40
const float* mGear3DistanceToLeader_s{};
// static_param at offset 0x48
const float* mDistanceFactorAtGearDown_s{};
// static_param at offset 0x50
const float* mWaitDistanceIncreaseDistance_s{};
// static_param at offset 0x58
const float* mWaitDistanceIncreasePerFrame_s{};
// static_param at offset 0x60
const float* mAutoStopAndTurnDistance_s{};
// static_param at offset 0x68
const float* mDesiredDirAngleDeltaSecMax_s{};
// static_param at offset 0x70
const float* mNavMeshCharacterRadiusScale_s{};
// static_param at offset 0x78
const bool* mCanUseHorseGearInput_s{};
// static_param at offset 0x80
const bool* mIsAutoGearDownEnabled_s{};
// static_param at offset 0x88
const bool* mIsEndAtAutoStop_s{};
// static_param at offset 0x90
const bool* mUseMinRadius_s{};
// static_param at offset 0x98
const bool* mIsAvoidNavMeshActor_s{};
// static_param at offset 0xa0
const bool* mIsTargetPosEqualToLeaderPos_s{};
// dynamic_param at offset 0xa8
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action