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)
35 lines
963 B
C++
35 lines
963 B
C++
#include "Game/Actor/Action/actionDragonChemicalBall.h"
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namespace uking::action {
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DragonChemicalBall::DragonChemicalBall(const InitArg& arg) : ksys::act::ai::Action(arg) {}
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DragonChemicalBall::~DragonChemicalBall() = default;
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bool DragonChemicalBall::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void DragonChemicalBall::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 DragonChemicalBall::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void DragonChemicalBall::loadParams_() {
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getStaticParam(&mLife_s, "Life");
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getStaticParam(&mHitScale_s, "HitScale");
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getStaticParam(&mGravity_s, "Gravity");
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getStaticParam(&mHomingPower_s, "HomingPower");
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getStaticParam(&mHomingDistance_s, "HomingDistance");
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getStaticParam(&mHomingTime_s, "HomingTime");
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}
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void DragonChemicalBall::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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