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

42 lines
1.2 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class EquipDisplay : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(EquipDisplay, ksys::act::ai::Action)
public:
explicit EquipDisplay(const InitArg& arg);
~EquipDisplay() 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;
// FIXME: remove this
u8 pad_0x20[0x28];
// static_param at offset 0x48
sead::SafeString mSwordEquipNode_s{};
// static_param at offset 0x58
sead::SafeString mLSwordEquipNode_s{};
// static_param at offset 0x68
sead::SafeString mSpearEquipNode_s{};
// static_param at offset 0x78
sead::SafeString mBowEquipNode_s{};
// static_param at offset 0x88
sead::SafeString mShieldEquipNode_s{};
// map_unit_param at offset 0x98
const int* mEquipStandSlot_m{};
// map_unit_param at offset 0xa0
sead::SafeString mEquipStandNode_m{};
// aitree_variable at offset 0xb0
void* mEquipDisplayChild_a{};
};
} // namespace uking::action