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

38 lines
1.2 KiB
C++

#include "Game/Actor/Action/actionSandwormDamageJumpReaction.h"
namespace uking::action {
SandwormDamageJumpReaction::SandwormDamageJumpReaction(const InitArg& arg)
: ksys::act::ai::Action(arg) {}
SandwormDamageJumpReaction::~SandwormDamageJumpReaction() = default;
bool SandwormDamageJumpReaction::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void SandwormDamageJumpReaction::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void SandwormDamageJumpReaction::leave_() {
ksys::act::ai::Action::leave_();
}
void SandwormDamageJumpReaction::loadParams_() {
getStaticParam(&mTargetSandOffset_s, "TargetSandOffset");
getStaticParam(&mSandOffsetSpeed_s, "SandOffsetSpeed");
getStaticParam(&mJumpHeight_s, "JumpHeight");
getStaticParam(&mReduceGravityRate_s, "ReduceGravityRate");
getStaticParam(&mReduceRotRate_s, "ReduceRotRate");
getStaticParam(&mWaitASFinish_s, "WaitASFinish");
getStaticParam(&mWaitSandOffset_s, "WaitSandOffset");
getStaticParam(&mASName_s, "ASName");
}
void SandwormDamageJumpReaction::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action