Files
botw/src/Game/Actor/Action/actionAnimalASPlayWithLegTurn.cpp
T
Léo Lam f4cd38c43b 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)
2026-09-14 00:02:22 +02:00

34 lines
930 B
C++

#include "Game/Actor/Action/actionAnimalASPlayWithLegTurn.h"
namespace uking::action {
AnimalASPlayWithLegTurn::AnimalASPlayWithLegTurn(const InitArg& arg) : ForkAnimalASPlay(arg) {}
AnimalASPlayWithLegTurn::~AnimalASPlayWithLegTurn() = default;
bool AnimalASPlayWithLegTurn::init_(sead::Heap* heap) {
return ForkAnimalASPlay::init_(heap);
}
void AnimalASPlayWithLegTurn::enter_(ksys::act::ai::InlineParamPack* params) {
ForkAnimalASPlay::enter_(params);
}
void AnimalASPlayWithLegTurn::leave_() {
ForkAnimalASPlay::leave_();
}
void AnimalASPlayWithLegTurn::loadParams_() {
ForkAnimalASPlay::loadParams_();
getStaticParam(&mRotSpeed_s, "RotSpeed");
getStaticParam(&mRotAccRatio_s, "RotAccRatio");
getStaticParam(&mRotRatio_s, "RotRatio");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void AnimalASPlayWithLegTurn::calc_() {
ForkAnimalASPlay::calc_();
}
} // namespace uking::action