mirror of
https://github.com/zeldaret/botw
synced 2026-10-09 21:44:27 -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)
35 lines
951 B
C++
35 lines
951 B
C++
#include "Game/Actor/Action/actionBackStepToTargetPos.h"
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namespace uking::action {
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BackStepToTargetPos::BackStepToTargetPos(const InitArg& arg) : BackStepToTarget(arg) {}
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BackStepToTargetPos::~BackStepToTargetPos() = default;
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bool BackStepToTargetPos::init_(sead::Heap* heap) {
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return BackStepToTarget::init_(heap);
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}
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void BackStepToTargetPos::enter_(ksys::act::ai::InlineParamPack* params) {
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BackStepToTarget::enter_(params);
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}
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void BackStepToTargetPos::leave_() {
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BackStepToTarget::leave_();
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}
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void BackStepToTargetPos::loadParams_() {
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BackStepToTarget::loadParams_();
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getStaticParam(&mIsJumpHeightFromHigherPos_s, "IsJumpHeightFromHigherPos");
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getStaticParam(&mStartAS_s, "StartAS");
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getStaticParam(&mLoopAS_s, "LoopAS");
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getStaticParam(&mPreLandAS_s, "PreLandAS");
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getStaticParam(&mEndAS_s, "EndAS");
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}
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void BackStepToTargetPos::calc_() {
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BackStepToTarget::calc_();
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}
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} // namespace uking::action
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