Files
botw/src/Game/Actor/Action/actionDragonReleaseGrudgeForDemo.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

36 lines
1.1 KiB
C++

#include "Game/Actor/Action/actionDragonReleaseGrudgeForDemo.h"
namespace uking::action {
DragonReleaseGrudgeForDemo::DragonReleaseGrudgeForDemo(const InitArg& arg)
: DragonPlayASForDemo(arg) {}
DragonReleaseGrudgeForDemo::~DragonReleaseGrudgeForDemo() = default;
bool DragonReleaseGrudgeForDemo::init_(sead::Heap* heap) {
return DragonPlayASForDemo::init_(heap);
}
void DragonReleaseGrudgeForDemo::enter_(ksys::act::ai::InlineParamPack* params) {
DragonPlayASForDemo::enter_(params);
}
void DragonReleaseGrudgeForDemo::leave_() {
DragonPlayASForDemo::leave_();
}
void DragonReleaseGrudgeForDemo::loadParams_() {
DragonPlayASForDemo::loadParams_();
getStaticParam(&mReleaseTime_s, "ReleaseTime");
getStaticParam(&mHeadTransSmoothStartFrame_s, "HeadTransSmoothStartFrame");
getStaticParam(&mHeadTransSmoothEndFrame_s, "HeadTransSmoothEndFrame");
getStaticParam(&mHeadTransSmoothRate_s, "HeadTransSmoothRate");
getStaticParam(&mHeadTransSmoothSklRootRate_s, "HeadTransSmoothSklRootRate");
}
void DragonReleaseGrudgeForDemo::calc_() {
DragonPlayASForDemo::calc_();
}
} // namespace uking::action