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/* 0x18 */f32mChargeSpeed; ///< @brief Speed when charging at player (default: 40.0).
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};
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/**
@@ -62,49 +62,48 @@ class daE_YK_HIO_c {
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*/
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classe_yk_class : publicfopEn_enemy_c {
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public:
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-
/* 0x5AC */ request_of_phase_process_class mPhase; ///< @brief Actor phase process class.
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-
/* 0x5B4 */u8mParam1; ///< @brief Actor parameter. Used to determine default action?
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/* 0x5B5 */u8mPlayerTriggerBase; ///< @brief Actor parameter. Used to determine mPlayerTrigger value. @see mPlayerTrigeer
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/* 0x5B6 */u8 field_0x5b6; ///< @brief ???
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/* 0x5B7 */u8mPathIdx; ///< @brief Path index. Used to lookup/set mpPath based on the room.
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/* 0x5B8 */u8 field_0x5b8; ///< @brief ???
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/* 0x5B9 */ s8 mPathPntIdx; ///< @brief Path point index. Tracks the index of the points along the actor's path.
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/* 0x5BA */ s8 field_0x5ba; ///< @brief ???
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/* 0x5BB */u8 field_0x5bb; ///< @brief ???
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/* 0x5BC */ dPath* mpPath; ///< @brief Flight path. Flight path for the actor to follow?
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/* 0x5C0 */mDoExt_McaMorfSO* mpMorfSO; ///< @brief MorfSO pointer. Tracks the last resource loaded.
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/* 0x5C4 */ Z2CreatureEnemy mCreature; ///< @brief Z2 Audio class. Used for playing actor noises.
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/* 0x668 */intmResIdx; ///< @brief Resource index. Tracks the index of the last resource loaded.
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/* 0x66C */ s16 field_0x66c; ///< @brief ???
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/* 0x66E */ s16 mAction; ///< @brief Current action. Tracks the current action of the actor. @see daE_YK_Action
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/* 0x670 */ s16 mActionPhase; ///< @brief Current action phase. Tracks the phase of the current action of the actor. @see daE_YK_Action
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/* 0x674 */ cXyz mPathPntPos; ///< @brief Path point position. Tracks the position of the point the actor is along a path.
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/* 0x680 */ s16 mAngleFromPlayer; ///< @brief Angle from player. Tracks the current actor angle from player.
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/* 0x684 */f32mDistanceXZFromPlayer; ///< @brief Distance from player. Tracks the current distance the actor is from the player.
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/* 0x688 */f32mPlayerTrigger; ///< @brief Trigger distance from player. Tracks how close to the actor the player has to be before it will begin to attack the player.
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/* 0x68C */f32 field_0x68c; ///< @brief ???
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/* 0x690 */f32 field_0x690; ///< @brief ???
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/* 0x694 */f32 field_0x694; ///< @brief ???
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/* 0x698 */ s16 field_0x698; ///< @brief ???
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/* 0x69A */ csXyz field_0x69a; ///< @brief ???
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/* 0x6A0 */ s8 field_0x6a0; ///< @brief ???
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/* 0x6A1 */u8 field_0x6a1; ///< @brief ???
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/* 0x6A2 */ s16 field_0x6a2[4]; ///< @brief ???
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/* 0x6AA */ s16 field_0x6aa; ///< @brief ???
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/* 0x6AC */ s16 field_0x6ac[6]; ///< @brief ???
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/* 0x6B8 */ cXyz mBoomrangPosOffset; ///< @brief Boomerang position offset. Tracks the offset position when the actor is caught in the gale boomerang.
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/* 0x6C4 */ s16 mBoomrangXRotOffset; ///< @brief Boomerang rotation offset. Tracks the offset x rotation when the actor is caught in the gale boomerang.
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