Generate actions

This commit is contained in:
Léo Lam
2020-12-26 22:42:23 +01:00
parent dff91d6b4c
commit 02c583ca4d
3864 changed files with 138282 additions and 6792 deletions
+36
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#include "Game/AI/Action/actionEquipDisplay.h"
namespace uking::action {
EquipDisplay::EquipDisplay(const InitArg& arg) : ksys::act::ai::Action(arg) {}
EquipDisplay::~EquipDisplay() = default;
bool EquipDisplay::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void EquipDisplay::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void EquipDisplay::leave_() {
ksys::act::ai::Action::leave_();
}
void EquipDisplay::loadParams_() {
getStaticParam(&mSwordEquipNode_s, "SwordEquipNode");
getStaticParam(&mLSwordEquipNode_s, "LSwordEquipNode");
getStaticParam(&mSpearEquipNode_s, "SpearEquipNode");
getStaticParam(&mBowEquipNode_s, "BowEquipNode");
getStaticParam(&mShieldEquipNode_s, "ShieldEquipNode");
getMapUnitParam(&mEquipStandSlot_m, "EquipStandSlot");
getMapUnitParam(&mEquipStandNode_m, "EquipStandNode");
getAITreeVariable(&mEquipDisplayChild_a, "EquipDisplayChild");
}
void EquipDisplay::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action