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

44 lines
1.2 KiB
C++

#pragma once
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class WillBallAction : public ksys::act::ai::Action {
SEAD_RTTI_OVERRIDE(WillBallAction, ksys::act::ai::Action)
public:
explicit WillBallAction(const InitArg& arg);
~WillBallAction() 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* mMaxSpeed_s{};
// static_param at offset 0x28
const float* mRotSpeed_s{};
// static_param at offset 0x30
const float* mReachRange_s{};
// static_param at offset 0x38
const float* mTiredAngle_s{};
// static_param at offset 0x40
const float* mRotBaseRatio_s{};
// static_param at offset 0x48
const float* mAccel_s{};
// static_param at offset 0x50
const bool* mIsIgnoreLastSpRot_s{};
// static_param at offset 0x58
const bool* mIsAddAABBHeight_s{};
// static_param at offset 0x60
const bool* mIsGround_s{};
// dynamic_param at offset 0x68
sead::Vector3f* mTargetPos_d{};
};
} // namespace uking::action