botw/src/Game/AI/Action/actionEventHoverNullASPlayB...

34 lines
902 B
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class EventHoverNullASPlayBase : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(EventHoverNullASPlayBase, ksys::act::ai::Action)
public:
explicit EventHoverNullASPlayBase(const InitArg& arg);
~EventHoverNullASPlayBase() 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;
// dynamic_param at offset 0x20
int* mASSlot_d{};
// dynamic_param at offset 0x28
int* mSequenceBank_d{};
// dynamic_param at offset 0x30
bool* mIsIgnoreSame_d{};
// dynamic_param at offset 0x38
bool* mIsChangeable_d{};
// dynamic_param at offset 0x40
sead::SafeString mASName_d{};
};
} // namespace uking::action