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

35 lines
982 B
C++

#include "Game/Actor/Action/actionSiteBossShieldBashAttack.h"
namespace uking::action {
SiteBossShieldBashAttack::SiteBossShieldBashAttack(const InitArg& arg)
: ksys::act::ai::Action(arg) {}
SiteBossShieldBashAttack::~SiteBossShieldBashAttack() = default;
bool SiteBossShieldBashAttack::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void SiteBossShieldBashAttack::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void SiteBossShieldBashAttack::leave_() {
ksys::act::ai::Action::leave_();
}
void SiteBossShieldBashAttack::loadParams_() {
getStaticParam(&mAtMinDamage_s, "AtMinDamage");
getStaticParam(&mInitSpeed_s, "InitSpeed");
getStaticParam(&mKeepDist_s, "KeepDist");
getStaticParam(&mMoveSpeed_s, "MoveSpeed");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void SiteBossShieldBashAttack::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action