Files
botw/src/Game/Actor/Action/actionTurnToActor.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
913 B
C++

#include "Game/Actor/Action/actionTurnToActor.h"
namespace uking::action {
TurnToActor::TurnToActor(const InitArg& arg) : TurnToActorBase(arg) {}
TurnToActor::~TurnToActor() = default;
bool TurnToActor::init_(sead::Heap* heap) {
return TurnToActorBase::init_(heap);
}
void TurnToActor::enter_(ksys::act::ai::InlineParamPack* params) {
TurnToActorBase::enter_(params);
}
void TurnToActor::leave_() {
TurnToActorBase::leave_();
}
void TurnToActor::loadParams_() {
TurnToActorBase::loadParams_();
getDynamicParam(&mASSlot_d, "ASSlot");
getDynamicParam(&mSequenceBank_d, "SequenceBank");
getDynamicParam(&mIsIgnoreSame_d, "IsIgnoreSame");
getDynamicParam(&mIsChangeable_d, "IsChangeable");
getDynamicParam(&mASName_d, "ASName");
getDynamicParam(&mDemoASName_d, "DemoASName");
}
void TurnToActor::calc_() {
TurnToActorBase::calc_();
}
} // namespace uking::action