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

32 lines
789 B
C++

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