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

37 lines
1006 B
C++

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