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

42 lines
1.4 KiB
C++

#include "Game/Actor/Action/actionBirdEscape.h"
namespace uking::action {
BirdEscape::BirdEscape(const InitArg& arg) : ksys::act::ai::Action(arg) {}
BirdEscape::~BirdEscape() = default;
bool BirdEscape::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void BirdEscape::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void BirdEscape::leave_() {
ksys::act::ai::Action::leave_();
}
void BirdEscape::loadParams_() {
getStaticParam(&mMoveSpeedMax_s, "MoveSpeedMax");
getStaticParam(&mMoveSpeedMin_s, "MoveSpeedMin");
getStaticParam(&mTurnSpeed_s, "TurnSpeed");
getStaticParam(&mInterpolateFrameForMaxSpeed_s, "InterpolateFrameForMaxSpeed");
getStaticParam(&mTargetEscapeWidthMax_s, "TargetEscapeWidthMax");
getStaticParam(&mTargetEscapeWidthMin_s, "TargetEscapeWidthMin");
getStaticParam(&mTargetHeightMax_s, "TargetHeightMax");
getStaticParam(&mTargetHeightMin_s, "TargetHeightMin");
getStaticParam(&mTargetTurnAngle_s, "TargetTurnAngle");
getStaticParam(&mContinueEscapeDistanceXZ_s, "ContinueEscapeDistanceXZ");
getStaticParam(&mAdditionalWidth_s, "AdditionalWidth");
getStaticParam(&mTargetUpperAngle_s, "TargetUpperAngle");
getStaticParam(&mStartReduceHeightRate_s, "StartReduceHeightRate");
}
void BirdEscape::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action