mirror of
https://github.com/zeldaret/botw
synced 2026-10-09 21:44:27 -04:00
f4cd38c43b
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)
35 lines
982 B
C++
35 lines
982 B
C++
#include "Game/Actor/Action/actionSiteBossShieldBashAttack.h"
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namespace uking::action {
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SiteBossShieldBashAttack::SiteBossShieldBashAttack(const InitArg& arg)
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: ksys::act::ai::Action(arg) {}
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SiteBossShieldBashAttack::~SiteBossShieldBashAttack() = default;
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bool SiteBossShieldBashAttack::init_(sead::Heap* heap) {
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return ksys::act::ai::Action::init_(heap);
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}
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void SiteBossShieldBashAttack::enter_(ksys::act::ai::InlineParamPack* params) {
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ksys::act::ai::Action::enter_(params);
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}
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void SiteBossShieldBashAttack::leave_() {
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ksys::act::ai::Action::leave_();
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}
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void SiteBossShieldBashAttack::loadParams_() {
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getStaticParam(&mAtMinDamage_s, "AtMinDamage");
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getStaticParam(&mInitSpeed_s, "InitSpeed");
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getStaticParam(&mKeepDist_s, "KeepDist");
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getStaticParam(&mMoveSpeed_s, "MoveSpeed");
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getDynamicParam(&mTargetPos_d, "TargetPos");
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}
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void SiteBossShieldBashAttack::calc_() {
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ksys::act::ai::Action::calc_();
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}
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} // namespace uking::action
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