mirror of https://github.com/zeldaret/botw.git
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#pragma once
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#include "KingSystem/ActorSystem/actAiAction.h"
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namespace uking::action {
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class EquipDisplay : public ksys::act::ai::Action {
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SEAD_RTTI_OVERRIDE(EquipDisplay, ksys::act::ai::Action)
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public:
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explicit EquipDisplay(const InitArg& arg);
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~EquipDisplay() override;
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bool init_(sead::Heap* heap) override;
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void enter_(ksys::act::ai::InlineParamPack* params) override;
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void leave_() override;
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void loadParams_() override;
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protected:
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void calc_() override;
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// FIXME: remove this
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u8 pad_0x20[0x28];
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// static_param at offset 0x48
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sead::SafeString mSwordEquipNode_s{};
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// static_param at offset 0x58
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sead::SafeString mLSwordEquipNode_s{};
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// static_param at offset 0x68
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sead::SafeString mSpearEquipNode_s{};
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// static_param at offset 0x78
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sead::SafeString mBowEquipNode_s{};
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// static_param at offset 0x88
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sead::SafeString mShieldEquipNode_s{};
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// map_unit_param at offset 0x98
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const int* mEquipStandSlot_m{};
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// map_unit_param at offset 0xa0
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sead::SafeString mEquipStandNode_m{};
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// aitree_variable at offset 0xb0
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void* mEquipDisplayChild_a{};
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};
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} // namespace uking::action
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