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

33 lines
871 B
C++

#include "Game/Actor/Action/actionAnmDrivenMoveAttack.h"
namespace uking::action {
AnmDrivenMoveAttack::AnmDrivenMoveAttack(const InitArg& arg) : MoveByAnimeDriven(arg) {}
AnmDrivenMoveAttack::~AnmDrivenMoveAttack() = default;
bool AnmDrivenMoveAttack::init_(sead::Heap* heap) {
return MoveByAnimeDriven::init_(heap);
}
void AnmDrivenMoveAttack::enter_(ksys::act::ai::InlineParamPack* params) {
MoveByAnimeDriven::enter_(params);
}
void AnmDrivenMoveAttack::leave_() {
MoveByAnimeDriven::leave_();
}
void AnmDrivenMoveAttack::loadParams_() {
MoveByAnimeDriven::loadParams_();
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mJustAvoidDist_s, "JustAvoidDist");
getStaticParam(&mIsForceGuardBreak_s, "IsForceGuardBreak");
}
void AnmDrivenMoveAttack::calc_() {
MoveByAnimeDriven::calc_();
}
} // namespace uking::action