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

38 lines
1.0 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class InWaterSelForkASPlay : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(InWaterSelForkASPlay, ksys::act::ai::Action)
public:
explicit InWaterSelForkASPlay(const InitArg& arg);
~InWaterSelForkASPlay() 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 int* mEndState_s{};
// static_param at offset 0x28
const int* mChangeableTiming_s{};
// static_param at offset 0x30
const int* mSeqBank_s{};
// static_param at offset 0x38
const int* mTargetBone_s{};
// static_param at offset 0x40
const float* mFirstRandomRatio_s{};
// static_param at offset 0x48
const bool* mIsIgnoreSame_s{};
// static_param at offset 0x50
sead::SafeString mASName_s{};
};
} // namespace uking::action