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

39 lines
1.2 KiB
C++

#include "Game/Actor/Action/actionGiantOneHandActionWithLegTurn.h"
namespace uking::action {
GiantOneHandActionWithLegTurn::GiantOneHandActionWithLegTurn(const InitArg& arg)
: GiantAttackWithAS(arg) {}
GiantOneHandActionWithLegTurn::~GiantOneHandActionWithLegTurn() = default;
bool GiantOneHandActionWithLegTurn::init_(sead::Heap* heap) {
return GiantAttackWithAS::init_(heap);
}
void GiantOneHandActionWithLegTurn::enter_(ksys::act::ai::InlineParamPack* params) {
GiantAttackWithAS::enter_(params);
}
void GiantOneHandActionWithLegTurn::leave_() {
GiantAttackWithAS::leave_();
}
void GiantOneHandActionWithLegTurn::loadParams_() {
GiantAttackWithAS::loadParams_();
getStaticParam(&mTraceLRAngleMax_s, "TraceLRAngleMax");
getStaticParam(&mTraceLRAngleMin_s, "TraceLRAngleMin");
getStaticParam(&mTraceDistFar_s, "TraceDistFar");
getStaticParam(&mTraceDistNear_s, "TraceDistNear");
getStaticParam(&mShoulderBoneName_s, "ShoulderBoneName");
getStaticParam(&mRotOffsetMin_s, "RotOffsetMin");
getStaticParam(&mRotOffsetMax_s, "RotOffsetMax");
getStaticParam(&mBaseTargetPos_s, "BaseTargetPos");
}
void GiantOneHandActionWithLegTurn::calc_() {
GiantAttackWithAS::calc_();
}
} // namespace uking::action