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

47 lines
1.6 KiB
C++

#include "Game/Actor/Action/actionLevelFlyMoveBase.h"
namespace uking::action {
LevelFlyMoveBase::LevelFlyMoveBase(const InitArg& arg) : ksys::act::ai::Action(arg) {}
LevelFlyMoveBase::~LevelFlyMoveBase() = default;
bool LevelFlyMoveBase::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void LevelFlyMoveBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void LevelFlyMoveBase::leave_() {
ksys::act::ai::Action::leave_();
}
void LevelFlyMoveBase::loadParams_() {
getStaticParam(&mXZSpeed_s, "XZSpeed");
getStaticParam(&mRotSpd_s, "RotSpd");
getStaticParam(&mFinRotate_s, "FinRotate");
getStaticParam(&mHorizontalFinRadius_s, "HorizontalFinRadius");
getStaticParam(&mVerticalFinLength_s, "VerticalFinLength");
getStaticParam(&mTargetHeightOffset_s, "TargetHeightOffset");
getStaticParam(&mRotRatio_s, "RotRatio");
getStaticParam(&mRiseSpeed_s, "RiseSpeed");
getStaticParam(&mDownSpeed_s, "DownSpeed");
getStaticParam(&mCheckStopSpeed_s, "CheckStopSpeed");
getStaticParam(&mVibrateMemoryStep_s, "VibrateMemoryStep");
getStaticParam(&mVibrateCheckFrame_s, "VibrateCheckFrame");
getStaticParam(&mVibrateStopCheck_s, "VibrateStopCheck");
getStaticParam(&mIsOverRise_s, "IsOverRise");
getStaticParam(&mIsSlowDownNearGoal_s, "IsSlowDownNearGoal");
getDynamicParam(&mTargetPos_d, "TargetPos");
// FIXME: CALL sub_71006F3DF8 @ 0x71006f3df8
getAITreeVariable(&mRefPosVibrateChecker_a, "RefPosVibrateChecker");
}
void LevelFlyMoveBase::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action