mirror of
https://github.com/zeldaret/botw
synced 2026-10-14 23:18:00 -04:00
f4cd38c43b
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)
33 lines
871 B
C++
33 lines
871 B
C++
#include "Game/Actor/Action/actionAnmDrivenMoveAttack.h"
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namespace uking::action {
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AnmDrivenMoveAttack::AnmDrivenMoveAttack(const InitArg& arg) : MoveByAnimeDriven(arg) {}
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AnmDrivenMoveAttack::~AnmDrivenMoveAttack() = default;
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bool AnmDrivenMoveAttack::init_(sead::Heap* heap) {
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return MoveByAnimeDriven::init_(heap);
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}
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void AnmDrivenMoveAttack::enter_(ksys::act::ai::InlineParamPack* params) {
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MoveByAnimeDriven::enter_(params);
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}
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void AnmDrivenMoveAttack::leave_() {
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MoveByAnimeDriven::leave_();
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}
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void AnmDrivenMoveAttack::loadParams_() {
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MoveByAnimeDriven::loadParams_();
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getStaticParam(&mWeaponIdx_s, "WeaponIdx");
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getStaticParam(&mJustAvoidDist_s, "JustAvoidDist");
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getStaticParam(&mIsForceGuardBreak_s, "IsForceGuardBreak");
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}
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void AnmDrivenMoveAttack::calc_() {
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MoveByAnimeDriven::calc_();
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}
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} // namespace uking::action
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