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

36 lines
1.0 KiB
C++

#include "Game/Actor/Action/actionSetTargetFrameMtx.h"
namespace uking::action {
SetTargetFrameMtx::SetTargetFrameMtx(const InitArg& arg) : ksys::act::ai::Action(arg) {}
SetTargetFrameMtx::~SetTargetFrameMtx() = default;
bool SetTargetFrameMtx::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void SetTargetFrameMtx::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void SetTargetFrameMtx::leave_() {
ksys::act::ai::Action::leave_();
}
void SetTargetFrameMtx::loadParams_() {
getStaticParam(&mTargetIdx_s, "TargetIdx");
getStaticParam(&mSeqBankIdx_s, "SeqBankIdx");
getStaticParam(&mTargetFrame_s, "TargetFrame");
getStaticParam(&mIsIgnoreSame_s, "IsIgnoreSame");
getStaticParam(&mResetTransBoneOnLeave_s, "ResetTransBoneOnLeave");
getStaticParam(&mIsHomeMtx_s, "IsHomeMtx");
getStaticParam(&mASName_s, "ASName");
}
void SetTargetFrameMtx::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action