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)
34 lines
927 B
C++
34 lines
927 B
C++
#include "Game/Actor/Action/actionForkWeaponAttackBase.h"
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namespace uking::action {
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ForkWeaponAttackBase::ForkWeaponAttackBase(const InitArg& arg)
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: ForkAttackWithWeaponOrWithout(arg) {}
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ForkWeaponAttackBase::~ForkWeaponAttackBase() = default;
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bool ForkWeaponAttackBase::init_(sead::Heap* heap) {
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return ForkAttackWithWeaponOrWithout::init_(heap);
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}
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void ForkWeaponAttackBase::enter_(ksys::act::ai::InlineParamPack* params) {
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ForkAttackWithWeaponOrWithout::enter_(params);
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}
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void ForkWeaponAttackBase::leave_() {
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ForkAttackWithWeaponOrWithout::leave_();
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}
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void ForkWeaponAttackBase::loadParams_() {
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ForkAttackWithWeaponOrWithout::loadParams_();
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getStaticParam(&mSeqBank_s, "SeqBank");
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getStaticParam(&mTargetBone_s, "TargetBone");
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getStaticParam(&mIsNoRod_s, "IsNoRod");
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}
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void ForkWeaponAttackBase::calc_() {
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ForkAttackWithWeaponOrWithout::calc_();
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}
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} // namespace uking::action
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