mirror of
https://github.com/zeldaret/botw
synced 2026-10-15 07:20:36 -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)
34 lines
944 B
C++
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
|