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

36 lines
1.0 KiB
C++

#include "Game/Actor/Action/actionSandwormNavMove.h"
namespace uking::action {
SandwormNavMove::SandwormNavMove(const InitArg& arg) : NavMeshMoveWithAS(arg) {}
SandwormNavMove::~SandwormNavMove() = default;
bool SandwormNavMove::init_(sead::Heap* heap) {
return NavMeshMoveWithAS::init_(heap);
}
void SandwormNavMove::enter_(ksys::act::ai::InlineParamPack* params) {
NavMeshMoveWithAS::enter_(params);
}
void SandwormNavMove::leave_() {
NavMeshMoveWithAS::leave_();
}
void SandwormNavMove::loadParams_() {
NavMeshMoveWithAS::loadParams_();
getStaticParam(&mTargetSandOffset_s, "TargetSandOffset");
getStaticParam(&mSandOffsetSpeed_s, "SandOffsetSpeed");
getStaticParam(&mVibrateStopCheck_s, "VibrateStopCheck");
getStaticParam(&mVibrateCheckFrame_s, "VibrateCheckFrame");
getStaticParam(&mVibrateMemoryStep_s, "VibrateMemoryStep");
getAITreeVariable(&mRefPosVibrateChecker_a, "RefPosVibrateChecker");
}
void SandwormNavMove::calc_() {
NavMeshMoveWithAS::calc_();
}
} // namespace uking::action