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)
37 lines
1006 B
C++
37 lines
1006 B
C++
#include "Game/Actor/Action/actionLookAtObjectBase.h"
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namespace uking::action {
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LookAtObjectBase::LookAtObjectBase(const InitArg& arg) : PlayerAction(arg) {}
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LookAtObjectBase::~LookAtObjectBase() = default;
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bool LookAtObjectBase::init_(sead::Heap* heap) {
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return PlayerAction::init_(heap);
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}
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void LookAtObjectBase::enter_(ksys::act::ai::InlineParamPack* params) {
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PlayerAction::enter_(params);
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}
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void LookAtObjectBase::leave_() {
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PlayerAction::leave_();
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}
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void LookAtObjectBase::loadParams_() {
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getDynamicParam(&mObjectId_d, "ObjectId");
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getDynamicParam(&mFaceId_d, "FaceId");
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getDynamicParam(&mTurnDirection_d, "TurnDirection");
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getDynamicParam(&mIsValid_d, "IsValid");
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getDynamicParam(&mActorName_d, "ActorName");
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getDynamicParam(&mUniqueName_d, "UniqueName");
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getDynamicParam(&mPosOffset_d, "PosOffset");
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getDynamicParam(&mTurnPosition_d, "TurnPosition");
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}
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void LookAtObjectBase::calc_() {
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PlayerAction::calc_();
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}
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} // namespace uking::action
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