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

36 lines
990 B
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class ForkASTrgAerialTurn : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(ForkASTrgAerialTurn, ksys::act::ai::Action)
public:
explicit ForkASTrgAerialTurn(const InitArg& arg);
~ForkASTrgAerialTurn() 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 float* mPosStayRatio_s{};
// static_param at offset 0x28
const float* mRotStayRatio_s{};
// static_param at offset 0x30
const float* mAngSpd_s{};
// static_param at offset 0x38
const bool* mIsOnASEventChangeable_s{};
// static_param at offset 0x40
const bool* mIsUpdateRotSpd_s{};
// dynamic_param at offset 0x48
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action