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)
32 lines
789 B
C++
32 lines
789 B
C++
#include "Game/Actor/Action/actionLynelNavMeshMove.h"
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namespace uking::action {
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LynelNavMeshMove::LynelNavMeshMove(const InitArg& arg) : AnimalMoveGuidedBase(arg) {}
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LynelNavMeshMove::~LynelNavMeshMove() = default;
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bool LynelNavMeshMove::init_(sead::Heap* heap) {
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return AnimalMoveGuidedBase::init_(heap);
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}
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void LynelNavMeshMove::enter_(ksys::act::ai::InlineParamPack* params) {
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AnimalMoveGuidedBase::enter_(params);
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}
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void LynelNavMeshMove::leave_() {
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AnimalMoveGuidedBase::leave_();
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}
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void LynelNavMeshMove::loadParams_() {
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AnimalMoveGuidedBase::loadParams_();
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getDynamicParam(&mTargetPos_d, "TargetPos");
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// FIXME: CALL sub_710070F984 @ 0x710070f984
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}
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void LynelNavMeshMove::calc_() {
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AnimalMoveGuidedBase::calc_();
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}
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} // namespace uking::action
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