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

21 lines
686 B
C++

#include "Game/Actor/Action/actionOpenMessageDialogTrig.h"
namespace uking::action {
OpenMessageDialogTrig::OpenMessageDialogTrig(const InitArg& arg) : ksys::act::ai::Action(arg) {}
OpenMessageDialogTrig::~OpenMessageDialogTrig() = default;
bool OpenMessageDialogTrig::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void OpenMessageDialogTrig::loadParams_() {
getDynamicParam(&mCloseDialogOption_d, "CloseDialogOption");
getDynamicParam(&mIsBecomingSpeaker_d, "IsBecomingSpeaker");
getDynamicParam(&mIsOverWriteLabelActorName_d, "IsOverWriteLabelActorName");
getDynamicParam(&mMessageId_d, "MessageId");
}
} // namespace uking::action