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https://github.com/zeldaret/botw
synced 2026-07-11 14:38:41 -04:00
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
#include "Game/AI/Action/actionDungeonRotateSymmetry.h"
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namespace uking::action {
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DungeonRotateSymmetry::DungeonRotateSymmetry(const InitArg& arg) : ksys::act::ai::Action(arg) {}
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DungeonRotateSymmetry::~DungeonRotateSymmetry() = default;
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bool DungeonRotateSymmetry::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void DungeonRotateSymmetry::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 DungeonRotateSymmetry::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void DungeonRotateSymmetry::loadParams_() {
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getMapUnitParam(&mInitDgnPriority_m, "InitDgnPriority");
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getMapUnitParam(&mCameraPattern_m, "CameraPattern");
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getMapUnitParam(&mRemainsPartType_m, "RemainsPartType");
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getMapUnitParam(&mTiltAngle_m, "TiltAngle");
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getMapUnitParam(&mTiltAngularSpeed_m, "TiltAngularSpeed");
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getMapUnitParam(&mInitDgnRotRad_m, "InitDgnRotRad");
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getMapUnitParam(&mCameraPower_m, "CameraPower");
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getMapUnitParam(&mCameraRange_m, "CameraRange");
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}
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void DungeonRotateSymmetry::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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