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

34 lines
1.0 KiB
C++

#include "Game/Actor/Action/actionFreeMoveToTargetInWataer.h"
namespace uking::action {
FreeMoveToTargetInWataer::FreeMoveToTargetInWataer(const InitArg& arg) : FreeMoveToTarget(arg) {}
FreeMoveToTargetInWataer::~FreeMoveToTargetInWataer() = default;
bool FreeMoveToTargetInWataer::init_(sead::Heap* heap) {
return FreeMoveToTarget::init_(heap);
}
void FreeMoveToTargetInWataer::enter_(ksys::act::ai::InlineParamPack* params) {
FreeMoveToTarget::enter_(params);
}
void FreeMoveToTargetInWataer::leave_() {
FreeMoveToTarget::leave_();
}
void FreeMoveToTargetInWataer::loadParams_() {
FreeMoveToTarget::loadParams_();
getStaticParam(&mAllowMoveWaterDepth_s, "AllowMoveWaterDepth");
getStaticParam(&mForceTurnLimitSpeedStream_s, "ForceTurnLimitSpeedStream");
getStaticParam(&mIsForceTurnAgainstStream_s, "IsForceTurnAgainstStream");
getStaticParam(&mForceUseFrontDir_s, "ForceUseFrontDir");
}
void FreeMoveToTargetInWataer::calc_() {
FreeMoveToTarget::calc_();
}
} // namespace uking::action