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)
35 lines
836 B
C++
35 lines
836 B
C++
#include "Game/Actor/Action/actionForkEndByDistance.h"
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namespace uking::action {
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ForkEndByDistance::ForkEndByDistance(const InitArg& arg) : Fork(arg) {}
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ForkEndByDistance::~ForkEndByDistance() = default;
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bool ForkEndByDistance::init_(sead::Heap* heap) {
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return Fork::init_(heap);
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}
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void ForkEndByDistance::enter_(ksys::act::ai::InlineParamPack* params) {
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Fork::enter_(params);
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}
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void ForkEndByDistance::leave_() {
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Fork::leave_();
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}
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void ForkEndByDistance::loadParams_() {
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Fork::loadParams_();
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getStaticParam(&mWeaponIdx_s, "WeaponIdx");
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getStaticParam(&mEndMode_s, "EndMode");
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getStaticParam(&mEndDist_s, "EndDist");
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getStaticParam(&mIsOnlyXZ_s, "IsOnlyXZ");
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getDynamicParam(&mTargetPos_d, "TargetPos");
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}
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void ForkEndByDistance::calc_() {
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Fork::calc_();
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}
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} // namespace uking::action
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