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

39 lines
1.0 KiB
C++

#pragma once
#include "Game/AI/Action/actionWaterFloatBase.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class SwimMoveBase : public WaterFloatBase {
SEAD_RTTI_OVERRIDE(SwimMoveBase, WaterFloatBase)
public:
explicit SwimMoveBase(const InitArg& arg);
~SwimMoveBase() 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 0x60
const float* mSpeed_s{};
// static_param at offset 0x68
const float* mRotSpeed_s{};
// static_param at offset 0x70
const float* mFinRadius_s{};
// static_param at offset 0x78
const float* mFinRotate_s{};
// static_param at offset 0x80
const float* mBaseRotRatio_s{};
// static_param at offset 0x88
const int* mWeaponIdx_s{};
// dynamic_param at offset 0x90
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action