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

34 lines
927 B
C++

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