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https://github.com/zeldaret/botw
synced 2026-07-11 22:40:14 -04:00
37 lines
1.1 KiB
C++
37 lines
1.1 KiB
C++
#include "Game/AI/Action/actionEquipDisplay.h"
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namespace uking::action {
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EquipDisplay::EquipDisplay(const InitArg& arg) : ksys::act::ai::Action(arg) {}
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EquipDisplay::~EquipDisplay() = default;
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bool EquipDisplay::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void EquipDisplay::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 EquipDisplay::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void EquipDisplay::loadParams_() {
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getStaticParam(&mSwordEquipNode_s, "SwordEquipNode");
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getStaticParam(&mLSwordEquipNode_s, "LSwordEquipNode");
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getStaticParam(&mSpearEquipNode_s, "SpearEquipNode");
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getStaticParam(&mBowEquipNode_s, "BowEquipNode");
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getStaticParam(&mShieldEquipNode_s, "ShieldEquipNode");
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getMapUnitParam(&mEquipStandSlot_m, "EquipStandSlot");
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getMapUnitParam(&mEquipStandNode_m, "EquipStandNode");
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getAITreeVariable(&mEquipDisplayChild_a, "EquipDisplayChild");
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}
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void EquipDisplay::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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