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

41 lines
1.2 KiB
C++

#include "Game/Actor/Action/actionIgniteToTarget.h"
namespace uking::action {
IgniteToTarget::IgniteToTarget(const InitArg& arg) : OnetimeStopASPlay(arg) {}
IgniteToTarget::~IgniteToTarget() = default;
bool IgniteToTarget::init_(sead::Heap* heap) {
return OnetimeStopASPlay::init_(heap);
}
void IgniteToTarget::enter_(ksys::act::ai::InlineParamPack* params) {
OnetimeStopASPlay::enter_(params);
}
void IgniteToTarget::leave_() {
OnetimeStopASPlay::leave_();
}
void IgniteToTarget::loadParams_() {
OnetimeStopASPlay::loadParams_();
getStaticParam(&mIgniteSpeed_s, "IgniteSpeed");
getStaticParam(&mMaxNoiseDist_s, "MaxNoiseDist");
getStaticParam(&mOffsetHeight_s, "OffsetHeight");
getStaticParam(&mIgniteOffset_s, "IgniteOffset");
getStaticParam(&mIgniteRotate_s, "IgniteRotate");
getStaticParam(&mIgniteRotSpeed_s, "IgniteRotSpeed");
getStaticParam(&mDirMinAngle_s, "DirMinAngle");
getStaticParam(&mDirMaxAngle_s, "DirMaxAngle");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mIgniteHandle_d, "IgniteHandle");
getStaticParam(&mBaseNode_s, "BaseNode");
}
void IgniteToTarget::calc_() {
OnetimeStopASPlay::calc_();
}
} // namespace uking::action