Files
botw/src/Game/Actor/Action/actionOpenMessageDialog.h
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

27 lines
681 B
C++

#pragma once
#include "Game/Actor/Action/actionOpenMessageDialogBase.h"
#include "KingSystem/ActorSystem/actAiAction.h"
namespace uking::action {
class OpenMessageDialog : public OpenMessageDialogBase {
SEAD_RTTI_OVERRIDE(OpenMessageDialog, OpenMessageDialogBase)
public:
explicit OpenMessageDialog(const InitArg& arg);
~OpenMessageDialog() override;
bool init_(sead::Heap* heap) override;
void enter_(ksys::act::ai::InlineParamPack* params) override;
void leave_() override;
void loadParams_() override;
protected:
void calc_() override;
// dynamic_param at offset 0x78
sead::SafeString mASName_d{};
};
} // namespace uking::action