Files
botw/src/Game/Actor/Action/actionCreateActorInAreaBasic.cpp
T
Léo Lam f4cd38c43b Actor: move all AI code under Game/Actor
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)
2026-09-14 00:02:22 +02:00

39 lines
1.3 KiB
C++

#include "Game/Actor/Action/actionCreateActorInAreaBasic.h"
namespace uking::action {
CreateActorInAreaBasic::CreateActorInAreaBasic(const InitArg& arg) : ksys::act::ai::Action(arg) {}
CreateActorInAreaBasic::~CreateActorInAreaBasic() = default;
bool CreateActorInAreaBasic::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void CreateActorInAreaBasic::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void CreateActorInAreaBasic::leave_() {
ksys::act::ai::Action::leave_();
}
void CreateActorInAreaBasic::loadParams_() {
getStaticParam(&mCreateBasePosNum_s, "CreateBasePosNum");
getStaticParam(&mCreateNewActorIntervalFirst_s, "CreateNewActorIntervalFirst");
getStaticParam(&mCreateNewActorInterval_s, "CreateNewActorInterval");
getStaticParam(&mCreateContinueTime_s, "CreateContinueTime");
getStaticParam(&mAfterWaitTime_s, "AfterWaitTime");
getStaticParam(&mIsAllowCreateNoSafeArea_s, "IsAllowCreateNoSafeArea");
getStaticParam(&mCreateActorName_s, "CreateActorName");
getStaticParam(&mBaseOffset_s, "BaseOffset");
getStaticParam(&mCreateRandArea_s, "CreateRandArea");
getStaticParam(&mProhibitedCreateArea_s, "ProhibitedCreateArea");
}
void CreateActorInAreaBasic::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action