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
957 B
C++
34 lines
957 B
C++
#include "Game/Actor/Action/actionWaterFloatWaitEx.h"
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namespace uking::action {
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WaterFloatWaitEx::WaterFloatWaitEx(const InitArg& arg) : WaterFloatWait(arg) {}
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WaterFloatWaitEx::~WaterFloatWaitEx() = default;
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bool WaterFloatWaitEx::init_(sead::Heap* heap) {
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return WaterFloatWait::init_(heap);
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}
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void WaterFloatWaitEx::enter_(ksys::act::ai::InlineParamPack* params) {
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WaterFloatWait::enter_(params);
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}
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void WaterFloatWaitEx::leave_() {
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WaterFloatWait::leave_();
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}
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void WaterFloatWaitEx::loadParams_() {
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WaterFloatWait::loadParams_();
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getStaticParam(&mAdditionalPosReduceRatio_s, "AdditionalPosReduceRatio");
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getStaticParam(&mAdditionalAngleReduceRatio_s, "AdditionalAngleReduceRatio");
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getStaticParam(&mAdditionalVelocityMax_s, "AdditionalVelocityMax");
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getStaticParam(&mWaterEffectSpeedRate_s, "WaterEffectSpeedRate");
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}
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void WaterFloatWaitEx::calc_() {
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WaterFloatWait::calc_();
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}
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} // namespace uking::action
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