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

40 lines
1.1 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class MoveMainRidigBody : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(MoveMainRidigBody, ksys::act::ai::Action)
public:
explicit MoveMainRidigBody(const InitArg& arg);
~MoveMainRidigBody() 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* mFinLength_s{};
// static_param at offset 0x28
const float* mMaxSpeed_s{};
// static_param at offset 0x30
const float* mVibrateStopCheck_s{};
// static_param at offset 0x38
const float* mVibrateCheckFrame_s{};
// static_param at offset 0x40
const float* mVibrateMemoryStep_s{};
// static_param at offset 0x48
const sead::Vector3f* mTargetPosOffset_s{};
// dynamic_param at offset 0x50
sead::Vector3f* mTargetPos_d{};
// aitree_variable at offset 0x58
void* mRefPosVibrateChecker_a{};
};
} // namespace uking::action