Files
botw/src/Game/Actor/Action/actionAnmBlownOff.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

42 lines
1.3 KiB
C++

#include "Game/Actor/Action/actionAnmBlownOff.h"
namespace uking::action {
AnmBlownOff::AnmBlownOff(const InitArg& arg) : ksys::act::ai::Action(arg) {}
AnmBlownOff::~AnmBlownOff() = default;
bool AnmBlownOff::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void AnmBlownOff::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void AnmBlownOff::leave_() {
ksys::act::ai::Action::leave_();
}
void AnmBlownOff::loadParams_() {
getStaticParam(&mOnGroundTime_s, "OnGroundTime");
getStaticParam(&mSpeed_s, "Speed");
getStaticParam(&mBlownHeight_s, "BlownHeight");
getStaticParam(&mPosReduceRatio_s, "PosReduceRatio");
getStaticParam(&mRotReduceRatio_s, "RotReduceRatio");
getStaticParam(&mWeaponDropSpeedXZ_s, "WeaponDropSpeedXZ");
getStaticParam(&mWeaponDropSpeedY_s, "WeaponDropSpeedY");
getStaticParam(&mIsFinishByAnm_s, "IsFinishByAnm");
getStaticParam(&mIsWaitForAnmEnd_s, "IsWaitForAnmEnd");
getStaticParam(&mIsItemDrop_s, "IsItemDrop");
getStaticParam(&mIsFinishByWater_s, "IsFinishByWater");
getStaticParam(&mUseKnockbackDir_s, "UseKnockbackDir");
getStaticParam(&mAS_s, "AS");
}
void AnmBlownOff::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action