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

52 lines
1.5 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ActivateAttackSensor : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ActivateAttackSensor, ksys::act::ai::Action)
public:
explicit ActivateAttackSensor(const InitArg& arg);
~ActivateAttackSensor() 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* mAtDamage_s{};
// static_param at offset 0x28
const int* mAtPower_s{};
// static_param at offset 0x30
const int* mAtPowerReduce_s{};
// static_param at offset 0x38
const int* mAtImpact_s{};
// static_param at offset 0x40
const int* mAtShieldBreakPower_s{};
// static_param at offset 0x48
const int* mAtType_s{};
// static_param at offset 0x50
const int* mAtAttr_s{};
// static_param at offset 0x58
const int* mAtDirType_s{};
// static_param at offset 0x60
const float* mFramesActive_s{};
// static_param at offset 0x68
const bool* mIsSuccessFinishCounterEnd_s{};
// static_param at offset 0x70
const bool* mIsChangeable_s{};
// static_param at offset 0x78
const bool* mUseMapUnitParamForDamage_s{};
// static_param at offset 0x80
sead::SafeString mAtkSensorName_s{};
// map_unit_param at offset 0x90
const int* mAttackPower_m{};
};
} // namespace uking::action