mirror of
https://github.com/zeldaret/botw
synced 2026-10-10 14:00:58 -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)
33 lines
932 B
C++
33 lines
932 B
C++
#include "Game/Actor/Action/actionDgnObj_DLC_DungeonRotate.h"
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namespace uking::action {
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DgnObj_DLC_DungeonRotate::DgnObj_DLC_DungeonRotate(const InitArg& arg) : DungeonRotateBase(arg) {}
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DgnObj_DLC_DungeonRotate::~DgnObj_DLC_DungeonRotate() = default;
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bool DgnObj_DLC_DungeonRotate::init_(sead::Heap* heap) {
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return DungeonRotateBase::init_(heap);
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}
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void DgnObj_DLC_DungeonRotate::enter_(ksys::act::ai::InlineParamPack* params) {
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DungeonRotateBase::enter_(params);
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}
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void DgnObj_DLC_DungeonRotate::leave_() {
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DungeonRotateBase::leave_();
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}
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void DgnObj_DLC_DungeonRotate::loadParams_() {
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DungeonRotateBase::loadParams_();
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getMapUnitParam(&mGearRatio_m, "GearRatio");
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getMapUnitParam(&mIsClockWiseRotation_m, "IsClockWiseRotation");
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getAITreeVariable(&mRotationOffset_a, "RotationOffset");
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}
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void DgnObj_DLC_DungeonRotate::calc_() {
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DungeonRotateBase::calc_();
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}
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} // namespace uking::action
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