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)
36 lines
945 B
C++
36 lines
945 B
C++
#include "Game/Actor/Action/actionFreeMove.h"
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namespace uking::action {
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FreeMove::FreeMove(const InitArg& arg) : ksys::act::ai::Action(arg) {}
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FreeMove::~FreeMove() = default;
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bool FreeMove::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void FreeMove::enter_(ksys::act::ai::InlineParamPack* params) {
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ksys::act::ai::Action::enter_(params);
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}
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void FreeMove::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void FreeMove::loadParams_() {
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getStaticParam(&mSpeed_s, "Speed");
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getStaticParam(&mSpeedAddRate_s, "SpeedAddRate");
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getStaticParam(&mAngleSpeed_s, "AngleSpeed");
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getStaticParam(&mIsChangeable_s, "IsChangeable");
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getStaticParam(&mIsIgnoreSameAS_s, "IsIgnoreSameAS");
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getStaticParam(&mAllowPitchRotation_s, "AllowPitchRotation");
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getStaticParam(&mASKeyName_s, "ASKeyName");
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}
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void FreeMove::calc_() {
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ksys::act::ai::Action::calc_();
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}
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} // namespace uking::action
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