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)
39 lines
998 B
C++
39 lines
998 B
C++
#include "Game/Actor/Action/actionBackSwim.h"
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namespace uking::action {
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BackSwim::BackSwim(const InitArg& arg) : WaterFloatBase(arg) {}
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BackSwim::~BackSwim() = default;
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bool BackSwim::init_(sead::Heap* heap) {
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return WaterFloatBase::init_(heap);
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}
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void BackSwim::enter_(ksys::act::ai::InlineParamPack* params) {
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WaterFloatBase::enter_(params);
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}
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void BackSwim::leave_() {
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WaterFloatBase::leave_();
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}
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void BackSwim::loadParams_() {
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WaterFloatBase::loadParams_();
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getStaticParam(&mTime_s, "Time");
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getStaticParam(&mWeaponIdx_s, "WeaponIdx");
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getStaticParam(&mSpeed_s, "Speed");
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getStaticParam(&mRotSpd_s, "RotSpd");
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getStaticParam(&mRotAddRatio_s, "RotAddRatio");
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getStaticParam(&mFinishDist_s, "FinishDist");
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getStaticParam(&mDecelRatio_s, "DecelRatio");
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getDynamicParam(&mTargetPos_d, "TargetPos");
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getStaticParam(&mIsCheckCliff_s, "IsCheckCliff");
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}
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void BackSwim::calc_() {
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WaterFloatBase::calc_();
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}
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} // namespace uking::action
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