SuperMarioOdysseyOnline/include/game/Player/States/PlayerStateRunHakoniwa.h

59 lines
2.0 KiB
C++

#pragma once
#include "al/LiveActor/LiveActor.h"
#include "game/Interfaces/IUsePlayerCollision.h"
#include "game/Player/Actions/PlayerActionGroundMoveControl.h"
#include "game/Player/PlayerAnimator.h"
#include "game/Player/PlayerConst.h"
#include "game/Player/PlayerInput.h"
#include "al/nerve/ActorStateBase.h"
class PlayerStateRunHakoniwa : public al::ActorStateBase {
public:
PlayerStateRunHakoniwa(al::LiveActor *,PlayerConst const*,PlayerInput const*,IUsePlayerCollision const*, struct PlayerCounterForceRun const*, struct PlayerCounterQuickTurnJump const*, struct PlayerTrigger *, PlayerAnimator *, struct PlayerEffect *, struct PlayerJointParamCenterDynamics *, struct IJudge const*,bool);
void appear(void);
void kill(void);
void control(void);
void isEnableLookAt(void);
void isRunDashFast(void);
void tryTurnJump(sead::Vector3<float> *);
void getCenterTiltRateMax(void);
void getCapDynamicsRate(void);
void exePivot(void);
void exeRun(void);
void exeBrake(void);
void exeTurn(void);
void exeWallPush(void);
~PlayerStateRunHakoniwa();
PlayerConst *mPlayerConst;
PlayerInput *mPlayerInput;
IUsePlayerCollision *mPlayerCollider;
PlayerCounterForceRun *mCounterForceRun;
PlayerCounterQuickTurnJump *mCounterQuickTurnJump;
PlayerTrigger *mPlayerTrigger;
PlayerAnimator *mPlayerAnimator;
struct PlayerAnimControlRun *mPlayerAnimControlRun;
struct PlayerActionPivotTurnControl *mActionPivotTurnControl;
PlayerActionGroundMoveControl *mActionGroundMoveControl; // 0x68
bool unkBool70;
int dword74;
int dword78;
int qword7C;
int qword80;
int qword84;
int dword88;
float mMaxSpeed;
int dword90;
int unkInt94;
struct PlayerJudgeWallPush *mPlayerJudgeWallPush;
void *qwordA0;
void *qwordA8;
PlayerEffect *mPlayerEffect;
bool byteB8;
int dwordBC;
void* mJointParamCenterDynamics;
bool unkBoolC8;
};
static_assert(sizeof(PlayerStateRunHakoniwa) == 0xD0, "Player State Run Size");