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)
32 lines
806 B
C++
32 lines
806 B
C++
#include "Game/Actor/Action/actionForkCatchWeapon.h"
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namespace uking::action {
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ForkCatchWeapon::ForkCatchWeapon(const InitArg& arg) : ksys::act::ai::Action(arg) {}
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ForkCatchWeapon::~ForkCatchWeapon() = default;
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bool ForkCatchWeapon::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void ForkCatchWeapon::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 ForkCatchWeapon::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void ForkCatchWeapon::loadParams_() {
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getStaticParam(&mWeaponIdx_s, "WeaponIdx");
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getDynamicParam(&mTargetActor_d, "TargetActor");
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getStaticParam(&mIsNoGrabSuccess_s, "IsNoGrabSuccess");
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}
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void ForkCatchWeapon::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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