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

55 lines
1.5 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ArrowShootMove : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ArrowShootMove, ksys::act::ai::Action)
public:
explicit ArrowShootMove(const InitArg& arg);
~ArrowShootMove() override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x20
bool* mIsShootByPlayer_d{};
// dynamic_param at offset 0x28
sead::Vector3f* mFirstSpeed_d{};
// dynamic_param at offset 0x30
float* mAccel_d{};
// dynamic_param at offset 0x38
float* mAimSpeed_d{};
// dynamic_param at offset 0x40
float* mFallAccel_d{};
// dynamic_param at offset 0x48
float* mFallAimSpeed_d{};
// dynamic_param at offset 0x50
float* mGravity_d{};
// dynamic_param at offset 0x58
sead::Vector3f* mTargetPos_d{};
// dynamic_param at offset 0x60
float* mAtPoint_d{};
// dynamic_param at offset 0x68
float* mAtRange_d{};
// dynamic_param at offset 0x70
float* mAtImpulse_d{};
// dynamic_param at offset 0x78
float* mAtImpact_d{};
// dynamic_param at offset 0x80
sead::Vector3f* mRelativeVel_d{};
// dynamic_param at offset 0x88
int* mAtAttr_d{};
// dynamic_param at offset 0x90
int* mAtMinDamage_d{};
// static_param at offset 0x98
const float* mFallSpeedRatioByRange_s{};
};
} // namespace uking::action