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

40 lines
1.1 KiB
C++

#include "Game/Actor/Action/actionKorokFlowerVanish.h"
#include "KingSystem/ActorSystem/actActor.h"
#include "KingSystem/Physics/RigidBody/physRigidBody.h"
namespace uking::action {
KorokFlowerVanish::KorokFlowerVanish(const InitArg& arg) : ksys::act::ai::Action(arg) {}
KorokFlowerVanish::~KorokFlowerVanish() = default;
bool KorokFlowerVanish::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void KorokFlowerVanish::enter_(ksys::act::ai::InlineParamPack* params) {
mActor->emitBasicSigOn();
mActor->getActorFlags2().set(ksys::act::Actor::ActorFlag2::_20);
auto* main_body = mActor->getMainBody();
auto* tgt_body = mActor->getTgtBody();
if (main_body != nullptr && tgt_body != nullptr) {
main_body->setContactAll();
main_body->setFlag200();
tgt_body->setContactAll();
tgt_body->setFlag200();
}
}
void KorokFlowerVanish::leave_() {
ksys::act::ai::Action::leave_();
}
void KorokFlowerVanish::loadParams_() {}
void KorokFlowerVanish::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action