mirror of
https://github.com/zeldaret/botw
synced 2026-10-14 23:18:00 -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
943 B
C++
34 lines
943 B
C++
#include "Game/Actor/Action/actionThrowWeapon.h"
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namespace uking::action {
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ThrowWeapon::ThrowWeapon(const InitArg& arg) : ActionWithAS(arg) {}
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ThrowWeapon::~ThrowWeapon() = default;
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void ThrowWeapon::enter_(ksys::act::ai::InlineParamPack* params) {
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ActionWithAS::enter_(params);
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}
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void ThrowWeapon::leave_() {
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ActionWithAS::leave_();
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}
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void ThrowWeapon::loadParams_() {
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ActionWithPosAngReduce::loadParams_();
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getStaticParam(&mWeaponIdx_s, "WeaponIdx");
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getStaticParam(&mSpeedMin_s, "SpeedMin");
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getStaticParam(&mSpeedMax_s, "SpeedMax");
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getStaticParam(&mThrowAng_s, "ThrowAng");
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getStaticParam(&mThrowBoomerangAng_s, "ThrowBoomerangAng");
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getStaticParam(&mThrowBoomerangSpeedMax_s, "ThrowBoomerangSpeedMax");
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getDynamicParam(&mTargetPos_d, "TargetPos");
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getStaticParam(&mIsForceDead_s, "IsForceDead");
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}
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void ThrowWeapon::calc_() {
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ActionWithAS::calc_();
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}
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} // namespace uking::action
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