Files
botw/src/Game/Actor/Action/actionSwitchWindmill.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
893 B
C++

#include "Game/Actor/Action/actionSwitchWindmill.h"
namespace uking::action {
SwitchWindmill::SwitchWindmill(const InitArg& arg) : ksys::act::ai::Action(arg) {}
SwitchWindmill::~SwitchWindmill() = default;
bool SwitchWindmill::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void SwitchWindmill::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void SwitchWindmill::leave_() {
ksys::act::ai::Action::leave_();
}
void SwitchWindmill::loadParams_() {
getStaticParam(&mSwRadTh_s, "SwRadTh");
getStaticParam(&mSwRadAllowance_s, "SwRadAllowance");
getStaticParam(&mRotAccel_s, "RotAccel");
getStaticParam(&mMaxRotSpeed_s, "MaxRotSpeed");
getStaticParam(&mTargetNodeName_s, "TargetNodeName");
}
void SwitchWindmill::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action