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)
37 lines
1017 B
C++
37 lines
1017 B
C++
#include "Game/Actor/Action/actionCarried.h"
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namespace uking::action {
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Carried::Carried(const InitArg& arg) : ksys::act::ai::Action(arg) {}
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Carried::~Carried() = default;
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bool Carried::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void Carried::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 Carried::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void Carried::loadParams_() {
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getStaticParam(&mBindType_s, "BindType");
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getStaticParam(&mFailDistance_s, "FailDistance");
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getStaticParam(&mIsCreateItem_s, "IsCreateItem");
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getStaticParam(&mIsRecoverCharCtrlAxis_s, "IsRecoverCharCtrlAxis");
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getStaticParam(&mIsUseConstraint_s, "IsUseConstraint");
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getStaticParam(&mIsOnBaseLink_s, "IsOnBaseLink");
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getStaticParam(&mIsChangeable_s, "IsChangeable");
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getStaticParam(&mHoldOnXLinkKey_s, "HoldOnXLinkKey");
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}
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void Carried::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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