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)
33 lines
937 B
C++
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
|