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

34 lines
944 B
C++

#include "Game/Actor/Action/actionOpenEnduranceFloorNumber.h"
namespace uking::action {
OpenEnduranceFloorNumber::OpenEnduranceFloorNumber(const InitArg& arg)
: ksys::act::ai::Action(arg) {}
OpenEnduranceFloorNumber::~OpenEnduranceFloorNumber() = default;
bool OpenEnduranceFloorNumber::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void OpenEnduranceFloorNumber::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void OpenEnduranceFloorNumber::leave_() {
ksys::act::ai::Action::leave_();
}
void OpenEnduranceFloorNumber::loadParams_() {
getStaticParam(&mMstxt_s, "Mstxt");
getDynamicParam(&mSubMstxt_d, "SubMstxt");
getDynamicParam(&mLabelName_d, "LabelName");
getDynamicParam(&mGameDataIntFloorNum_d, "GameDataIntFloorNum");
}
void OpenEnduranceFloorNumber::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action