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
997 B
C++
35 lines
997 B
C++
#include "Game/Actor/Action/actionStopASIgnite.h"
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namespace uking::action {
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StopASIgnite::StopASIgnite(const InitArg& arg) : OnetimeStopASPlay(arg) {}
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bool StopASIgnite::init_(sead::Heap* heap) {
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return OnetimeStopASPlay::init_(heap);
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}
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void StopASIgnite::enter_(ksys::act::ai::InlineParamPack* params) {
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OnetimeStopASPlay::enter_(params);
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}
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void StopASIgnite::leave_() {
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OnetimeStopASPlay::leave_();
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}
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void StopASIgnite::loadParams_() {
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OnetimeStopASPlay::loadParams_();
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getStaticParam(&mIgniteSpeed_s, "IgniteSpeed");
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getStaticParam(&mIgniteOffset_s, "IgniteOffset");
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getStaticParam(&mIgniteVelocityDir_s, "IgniteVelocityDir");
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getStaticParam(&mIgniteRotate_s, "IgniteRotate");
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getStaticParam(&mIgniteRotSpeed_s, "IgniteRotSpeed");
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getDynamicParam(&mIgniteHandle_d, "IgniteHandle");
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getAITreeVariable(&mGeneratedActorLink_a, "GeneratedActorLink");
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}
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void StopASIgnite::calc_() {
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OnetimeStopASPlay::calc_();
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}
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} // namespace uking::action
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