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

43 lines
1.3 KiB
C++

#include "Game/Actor/Action/actionNpcSwimMove.h"
namespace uking::action {
NpcSwimMove::NpcSwimMove(const InitArg& arg) : ksys::act::ai::Action(arg) {}
NpcSwimMove::~NpcSwimMove() = default;
bool NpcSwimMove::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void NpcSwimMove::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void NpcSwimMove::leave_() {
ksys::act::ai::Action::leave_();
}
void NpcSwimMove::loadParams_() {
getStaticParam(&mRotRadPerSec_s, "RotRadPerSec");
getStaticParam(&mWallHitTime_s, "WallHitTime");
getStaticParam(&mFinRadius_s, "FinRadius");
getStaticParam(&mFinHeight_s, "FinHeight");
getStaticParam(&mFinRotate_s, "FinRotate");
getStaticParam(&mInWaterDepth_s, "InWaterDepth");
getStaticParam(&mFloatDepth_s, "FloatDepth");
getStaticParam(&mFloatRadius_s, "FloatRadius");
getStaticParam(&mFloatCycleTime_s, "FloatCycleTime");
getStaticParam(&mChangeDepthSpeed_s, "ChangeDepthSpeed");
getStaticParam(&mIsClampRotVel_s, "IsClampRotVel");
getStaticParam(&mASName_s, "ASName");
getStaticParam(&mAddCalcStickX_s, "AddCalcStickX");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void NpcSwimMove::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action