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)
34 lines
969 B
C++
34 lines
969 B
C++
#include "Game/Actor/Action/actionForkNoWeaponAttackDirectParam.h"
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namespace uking::action {
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ForkNoWeaponAttackDirectParam::ForkNoWeaponAttackDirectParam(const InitArg& arg)
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: ForkNoWeaponAttack(arg) {}
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ForkNoWeaponAttackDirectParam::~ForkNoWeaponAttackDirectParam() = default;
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bool ForkNoWeaponAttackDirectParam::init_(sead::Heap* heap) {
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return ForkNoWeaponAttack::init_(heap);
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}
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void ForkNoWeaponAttackDirectParam::enter_(ksys::act::ai::InlineParamPack* params) {
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ForkNoWeaponAttack::enter_(params);
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}
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void ForkNoWeaponAttackDirectParam::leave_() {
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ForkNoWeaponAttack::leave_();
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}
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void ForkNoWeaponAttackDirectParam::loadParams_() {
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ForkNoWeaponAttack::loadParams_();
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getStaticParam(&mAttackPower_s, "AttackPower");
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getStaticParam(&mGuardBreakPower_s, "GuardBreakPower");
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getStaticParam(&mImpulse_s, "Impulse");
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}
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void ForkNoWeaponAttackDirectParam::calc_() {
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ForkNoWeaponAttack::calc_();
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}
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} // namespace uking::action
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