Files
botw/src/Game/Actor/Action/actionBeamMove.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
820 B
C++

#include "Game/Actor/Action/actionBeamMove.h"
namespace uking::action {
BeamMove::BeamMove(const InitArg& arg) : ksys::act::ai::Action(arg) {}
BeamMove::~BeamMove() = default;
bool BeamMove::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void BeamMove::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void BeamMove::leave_() {
ksys::act::ai::Action::leave_();
}
void BeamMove::loadParams_() {
getStaticParam(&mAtMinDamage_s, "AtMinDamage");
getStaticParam(&mShieldDamage_s, "ShieldDamage");
getStaticParam(&mForceExplodeFrame_s, "ForceExplodeFrame");
getAITreeVariable(&mIsReflectThrownBullet_a, "IsReflectThrownBullet");
}
void BeamMove::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action