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Actor: move all AI code under Game/Actor
Link order shows one sorted actor tree, not a separate AI project: the Action/AI/Query folders and per-feature folders (Camera, Player, Horse, ...) come out of the same archive rounds as the actor classes. (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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#include "Game/Actor/Action/actionCreateActorInAreaBasic.h"
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namespace uking::action {
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CreateActorInAreaBasic::CreateActorInAreaBasic(const InitArg& arg) : ksys::act::ai::Action(arg) {}
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CreateActorInAreaBasic::~CreateActorInAreaBasic() = default;
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bool CreateActorInAreaBasic::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void CreateActorInAreaBasic::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 CreateActorInAreaBasic::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void CreateActorInAreaBasic::loadParams_() {
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getStaticParam(&mCreateBasePosNum_s, "CreateBasePosNum");
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getStaticParam(&mCreateNewActorIntervalFirst_s, "CreateNewActorIntervalFirst");
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getStaticParam(&mCreateNewActorInterval_s, "CreateNewActorInterval");
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getStaticParam(&mCreateContinueTime_s, "CreateContinueTime");
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getStaticParam(&mAfterWaitTime_s, "AfterWaitTime");
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getStaticParam(&mIsAllowCreateNoSafeArea_s, "IsAllowCreateNoSafeArea");
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getStaticParam(&mCreateActorName_s, "CreateActorName");
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getStaticParam(&mBaseOffset_s, "BaseOffset");
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getStaticParam(&mCreateRandArea_s, "CreateRandArea");
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getStaticParam(&mProhibitedCreateArea_s, "ProhibitedCreateArea");
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}
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void CreateActorInAreaBasic::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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