botw/src/Game/AI/Action/actionRemainsWaterExplodeBu...

41 lines
1.2 KiB
C++

#pragma once
#include "Game/AI/Action/actionRemainsWaterBulletAction.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class RemainsWaterExplodeBulletMove : public RemainsWaterBulletAction {
SEAD_RTTI_OVERRIDE(RemainsWaterExplodeBulletMove, RemainsWaterBulletAction)
public:
explicit RemainsWaterExplodeBulletMove(const InitArg& arg);
~RemainsWaterExplodeBulletMove() 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 0x80
const float* mMaxSpeed_s{};
// static_param at offset 0x88
const float* mCloseRadius_s{};
// static_param at offset 0x90
const float* mChaseAngleMulRate_s{};
// static_param at offset 0x98
const float* mFarRadius_s{};
// static_param at offset 0xa0
const float* mChaseRotSpdRate_s{};
// static_param at offset 0xa8
const float* mChaseSpdRate_s{};
// map_unit_param at offset 0xb0
const float* mRemainsWaterBulletAngle_m{};
// map_unit_param at offset 0xb8
const sead::Vector3f* mRemainsWaterBulletOffset_m{};
};
} // namespace uking::action