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

42 lines
1.4 KiB
C++

#include "Game/Actor/Action/actionForkFixedAngleVacuumShootTarget.h"
namespace uking::action {
ForkFixedAngleVacuumShootTarget::ForkFixedAngleVacuumShootTarget(const InitArg& arg)
: ksys::act::ai::Action(arg) {}
ForkFixedAngleVacuumShootTarget::~ForkFixedAngleVacuumShootTarget() = default;
bool ForkFixedAngleVacuumShootTarget::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ForkFixedAngleVacuumShootTarget::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ForkFixedAngleVacuumShootTarget::leave_() {
ksys::act::ai::Action::leave_();
}
void ForkFixedAngleVacuumShootTarget::loadParams_() {
getStaticParam(&mShootSpeedMin_s, "ShootSpeedMin");
getStaticParam(&mShootSpeedMax_s, "ShootSpeedMax");
getStaticParam(&mAngle_s, "Angle");
getStaticParam(&mMaxNoiseDist_s, "MaxNoiseDist");
getStaticParam(&mOffsetHeight_s, "OffsetHeight");
getStaticParam(&mIsReuseBullet_s, "IsReuseBullet");
getStaticParam(&mBaseNode_s, "BaseNode");
getStaticParam(&mPartsKey_s, "PartsKey");
getStaticParam(&mShootOffset_s, "ShootOffset");
getStaticParam(&mShootRotate_s, "ShootRotate");
getStaticParam(&mShootRotSpeed_s, "ShootRotSpeed");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void ForkFixedAngleVacuumShootTarget::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action