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https://github.com/zeldaret/botw
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Generate actions
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#include "Game/AI/Action/actionForkAITreeVariableMove.h"
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namespace uking::action {
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ForkAITreeVariableMove::ForkAITreeVariableMove(const InitArg& arg) : ksys::act::ai::Action(arg) {}
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ForkAITreeVariableMove::~ForkAITreeVariableMove() = default;
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bool ForkAITreeVariableMove::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void ForkAITreeVariableMove::enter_(ksys::act::ai::InlineParamPack* params) {
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ksys::act::ai::Action::enter_(params);
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}
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void ForkAITreeVariableMove::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void ForkAITreeVariableMove::loadParams_() {
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getStaticParam(&mArrivedRadius_s, "ArrivedRadius");
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getStaticParam(&mTargetSpeed_s, "TargetSpeed");
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getStaticParam(&mRotSlerpRate_s, "RotSlerpRate");
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getStaticParam(&mKeepDistFromGround_s, "KeepDistFromGround");
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getStaticParam(&mIsChangeable_s, "IsChangeable");
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getStaticParam(&mIsSuccessEndOnArrive_s, "IsSuccessEndOnArrive");
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getStaticParam(&mIsKeepDistFromGround_s, "IsKeepDistFromGround");
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getAITreeVariable(&mTargetSpeed_a, "TargetSpeed");
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getAITreeVariable(&mKeepDistFromGround_a, "KeepDistFromGround");
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getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination");
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getAITreeVariable(&mIsActive_a, "IsActive");
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getAITreeVariable(&mDestinationPos_a, "DestinationPos");
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getAITreeVariable(&mFacePos_a, "FacePos");
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}
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void ForkAITreeVariableMove::calc_() {
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ksys::act::ai::Action::calc_();
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}
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} // namespace uking::action
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