Files
botw/src/Game/Actor/Action/actionEquipedRod.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
937 B
C++

#include "Game/Actor/Action/actionEquipedRod.h"
namespace uking::action {
EquipedRod::EquipedRod(const InitArg& arg) : EquipedAction(arg) {}
EquipedRod::~EquipedRod() = default;
void EquipedRod::enter_(ksys::act::ai::InlineParamPack* params) {
EquipedAction::enter_(params);
}
void EquipedRod::leave_() {
EquipedAction::leave_();
}
void EquipedRod::loadParams_() {
EquipedAction::loadParams_();
getStaticParam(&mMagicCreateYOffset_s, "MagicCreateYOffset");
getStaticParam(&mMagicShootVelOffset_s, "MagicShootVelOffset");
getStaticParam(&mIsAxisYTop_s, "IsAxisYTop");
getStaticParam(&mIsCreateWeaponPosOffset_s, "IsCreateWeaponPosOffset");
getStaticParam(&mCreatePosOffset_s, "CreatePosOffset");
getStaticParam(&mAxisYAngle_s, "AxisYAngle");
getAITreeVariable(&mMagicCreateUnit_a, "MagicCreateUnit");
}
void EquipedRod::calc_() {
EquipedAction::calc_();
}
} // namespace uking::action