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
873 B
C++
32 lines
873 B
C++
#include "Game/Actor/Action/actionForkWeaponShockWaveCheckValue.h"
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namespace uking::action {
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ForkWeaponShockWaveCheckValue::ForkWeaponShockWaveCheckValue(const InitArg& arg)
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: ForkWeaponShockWave(arg) {}
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ForkWeaponShockWaveCheckValue::~ForkWeaponShockWaveCheckValue() = default;
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bool ForkWeaponShockWaveCheckValue::init_(sead::Heap* heap) {
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return ForkWeaponShockWave::init_(heap);
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}
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void ForkWeaponShockWaveCheckValue::enter_(ksys::act::ai::InlineParamPack* params) {
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ForkWeaponShockWave::enter_(params);
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}
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void ForkWeaponShockWaveCheckValue::leave_() {
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ForkWeaponShockWave::leave_();
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}
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void ForkWeaponShockWaveCheckValue::loadParams_() {
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ForkWeaponShockWave::loadParams_();
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getStaticParam(&mAtEventValue_s, "AtEventValue");
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}
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void ForkWeaponShockWaveCheckValue::calc_() {
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ForkWeaponShockWave::calc_();
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}
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} // namespace uking::action
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