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https://github.com/zeldaret/botw
synced 2026-07-11 22:40:14 -04:00
48 lines
1.4 KiB
C++
48 lines
1.4 KiB
C++
#include "Game/AI/Action/actionUKingEmitEffectLoopAction.h"
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namespace uking::action {
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UKingEmitEffectLoopAction::UKingEmitEffectLoopAction(const InitArg& arg)
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: ksys::act::ai::Action(arg) {}
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UKingEmitEffectLoopAction::~UKingEmitEffectLoopAction() = default;
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bool UKingEmitEffectLoopAction::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void UKingEmitEffectLoopAction::enter_(ksys::act::ai::InlineParamPack* params) {
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ksys::act::ai::Action::enter_(params);
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}
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void UKingEmitEffectLoopAction::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void UKingEmitEffectLoopAction::loadParams_() {
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getDynamicParam(&mScale_d, "Scale");
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getDynamicParam(&mX_d, "X");
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getDynamicParam(&mY_d, "Y");
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getDynamicParam(&mZ_d, "Z");
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getDynamicParam(&mRX_d, "RX");
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getDynamicParam(&mRY_d, "RY");
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getDynamicParam(&mRZ_d, "RZ");
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getDynamicParam(&mR_d, "R");
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getDynamicParam(&mG_d, "G");
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getDynamicParam(&mB_d, "B");
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getDynamicParam(&mA_d, "A");
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getDynamicParam(&mNoFade_d, "NoFade");
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getDynamicParam(&mOverWrite_d, "OverWrite");
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getDynamicParam(&mCutChangeReset_d, "CutChangeReset");
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getDynamicParam(&mActor_d, "Actor");
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getDynamicParam(&mInstanceName_d, "InstanceName");
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getDynamicParam(&mELinkKey_d, "ELinkKey");
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getDynamicParam(&mOption_d, "Option");
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}
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void UKingEmitEffectLoopAction::calc_() {
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ksys::act::ai::Action::calc_();
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}
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} // namespace uking::action
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