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

34 lines
908 B
C++

#include "Game/Actor/Action/actionReflectThrown.h"
namespace uking::action {
ReflectThrown::ReflectThrown(const InitArg& arg) : ksys::act::ai::Action(arg) {}
ReflectThrown::~ReflectThrown() = default;
bool ReflectThrown::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void ReflectThrown::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void ReflectThrown::leave_() {
ksys::act::ai::Action::leave_();
}
void ReflectThrown::loadParams_() {
getStaticParam(&mReactionLevel_s, "ReactionLevel");
getStaticParam(&mFinishWaterDepth_s, "FinishWaterDepth");
getDynamicParam(&mPower_d, "Power");
getDynamicParam(&mTargetDir_d, "TargetDir");
getAITreeVariable(&mIsReflectThrownBullet_a, "IsReflectThrownBullet");
}
void ReflectThrown::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action