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

39 lines
1.1 KiB
C++

#include "Game/Actor/Action/actionBeamosStaticBeam.h"
namespace uking::action {
BeamosStaticBeam::BeamosStaticBeam(const InitArg& arg) : StopASPlay(arg) {}
BeamosStaticBeam::~BeamosStaticBeam() = default;
bool BeamosStaticBeam::init_(sead::Heap* heap) {
return StopASPlay::init_(heap);
}
void BeamosStaticBeam::enter_(ksys::act::ai::InlineParamPack* params) {
StopASPlay::enter_(params);
}
void BeamosStaticBeam::leave_() {
StopASPlay::leave_();
}
void BeamosStaticBeam::loadParams_() {
StopASPlay::loadParams_();
getStaticParam(&mBeamRange_s, "BeamRange");
getStaticParam(&mBeamSpeed_s, "BeamSpeed");
getStaticParam(&mUseDynamicCutting_s, "UseDynamicCutting");
getStaticParam(&mBeamBoneName_s, "BeamBoneName");
getStaticParam(&mBeamActorName_s, "BeamActorName");
getStaticParam(&mBeamActorKey_s, "BeamActorKey");
getStaticParam(&mMuzzleOffset_s, "MuzzleOffset");
getStaticParam(&mBeamDirection_s, "BeamDirection");
getMapUnitParam(&mBeamRange_m, "BeamRange");
}
void BeamosStaticBeam::calc_() {
StopASPlay::calc_();
}
} // namespace uking::action