mirror of
https://github.com/zeldaret/botw
synced 2026-10-09 13:37:01 -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
899 B
C++
34 lines
899 B
C++
#include "Game/Actor/Action/actionAlertNearbyEnemies.h"
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namespace uking::action {
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AlertNearbyEnemies::AlertNearbyEnemies(const InitArg& arg) : PlayASForAnimalUnit(arg) {}
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AlertNearbyEnemies::~AlertNearbyEnemies() = default;
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bool AlertNearbyEnemies::init_(sead::Heap* heap) {
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return PlayASForAnimalUnit::init_(heap);
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}
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void AlertNearbyEnemies::enter_(ksys::act::ai::InlineParamPack* params) {
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PlayASForAnimalUnit::enter_(params);
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}
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void AlertNearbyEnemies::leave_() {
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PlayASForAnimalUnit::leave_();
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}
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void AlertNearbyEnemies::loadParams_() {
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PlayASForAnimalUnit::loadParams_();
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getStaticParam(&mAlertRange_s, "AlertRange");
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getStaticParam(&mAlertTime_s, "AlertTime");
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getStaticParam(&mNoiseLevel_s, "NoiseLevel");
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getStaticParam(&mUseNoise_s, "UseNoise");
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}
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void AlertNearbyEnemies::calc_() {
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PlayASForAnimalUnit::calc_();
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}
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} // namespace uking::action
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