mirror of
https://github.com/zeldaret/botw
synced 2026-10-09 21:44:27 -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
849 B
C++
35 lines
849 B
C++
#include "Game/Actor/Action/actionGelJumpTackle.h"
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namespace uking::action {
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GelJumpTackle::GelJumpTackle(const InitArg& arg) : JumpTackle(arg) {}
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GelJumpTackle::~GelJumpTackle() = default;
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bool GelJumpTackle::init_(sead::Heap* heap) {
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return JumpTackle::init_(heap);
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}
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void GelJumpTackle::enter_(ksys::act::ai::InlineParamPack* params) {
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JumpTackle::enter_(params);
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}
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void GelJumpTackle::leave_() {
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JumpTackle::leave_();
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}
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void GelJumpTackle::loadParams_() {
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JumpTackle::loadParams_();
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getStaticParam(&mSubASSlot_s, "SubASSlot");
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getStaticParam(&mBodyRotSpeed_s, "BodyRotSpeed");
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getStaticParam(&mIsEnableCloth_s, "IsEnableCloth");
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getStaticParam(&mSubAS_s, "SubAS");
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getStaticParam(&mLeaveSubAS_s, "LeaveSubAS");
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}
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void GelJumpTackle::calc_() {
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JumpTackle::calc_();
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}
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} // namespace uking::action
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