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

35 lines
927 B
C++

#include "Game/Actor/Action/actionGearRotate.h"
namespace uking::action {
GearRotate::GearRotate(const InitArg& arg) : ksys::act::ai::Action(arg) {}
GearRotate::~GearRotate() = default;
bool GearRotate::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void GearRotate::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void GearRotate::leave_() {
ksys::act::ai::Action::leave_();
}
void GearRotate::loadParams_() {
getStaticParam(&mStopCheckSpdRate_s, "StopCheckSpdRate");
getStaticParam(&mCheckSpdIdlingRate_s, "CheckSpdIdlingRate");
getStaticParam(&mIsReverse_s, "IsReverse");
getStaticParam(&mIsTwoWayGear_s, "IsTwoWayGear");
getMapUnitParam(&mDgnRotDir_m, "DgnRotDir");
getMapUnitParam(&mRotateSpeed_m, "RotateSpeed");
}
void GearRotate::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action