Files
botw/src/Game/Actor/Action/actionThrowWeapon.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
943 B
C++

#include "Game/Actor/Action/actionThrowWeapon.h"
namespace uking::action {
ThrowWeapon::ThrowWeapon(const InitArg& arg) : ActionWithAS(arg) {}
ThrowWeapon::~ThrowWeapon() = default;
void ThrowWeapon::enter_(ksys::act::ai::InlineParamPack* params) {
ActionWithAS::enter_(params);
}
void ThrowWeapon::leave_() {
ActionWithAS::leave_();
}
void ThrowWeapon::loadParams_() {
ActionWithPosAngReduce::loadParams_();
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mSpeedMin_s, "SpeedMin");
getStaticParam(&mSpeedMax_s, "SpeedMax");
getStaticParam(&mThrowAng_s, "ThrowAng");
getStaticParam(&mThrowBoomerangAng_s, "ThrowBoomerangAng");
getStaticParam(&mThrowBoomerangSpeedMax_s, "ThrowBoomerangSpeedMax");
getDynamicParam(&mTargetPos_d, "TargetPos");
getStaticParam(&mIsForceDead_s, "IsForceDead");
}
void ThrowWeapon::calc_() {
ActionWithAS::calc_();
}
} // namespace uking::action