mirror of
https://github.com/zeldaret/botw
synced 2026-10-10 05:51:51 -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)
36 lines
913 B
C++
36 lines
913 B
C++
#include "Game/Actor/Action/actionTurnToActor.h"
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namespace uking::action {
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TurnToActor::TurnToActor(const InitArg& arg) : TurnToActorBase(arg) {}
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TurnToActor::~TurnToActor() = default;
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bool TurnToActor::init_(sead::Heap* heap) {
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return TurnToActorBase::init_(heap);
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}
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void TurnToActor::enter_(ksys::act::ai::InlineParamPack* params) {
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TurnToActorBase::enter_(params);
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}
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void TurnToActor::leave_() {
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TurnToActorBase::leave_();
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}
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void TurnToActor::loadParams_() {
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TurnToActorBase::loadParams_();
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getDynamicParam(&mASSlot_d, "ASSlot");
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getDynamicParam(&mSequenceBank_d, "SequenceBank");
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getDynamicParam(&mIsIgnoreSame_d, "IsIgnoreSame");
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getDynamicParam(&mIsChangeable_d, "IsChangeable");
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getDynamicParam(&mASName_d, "ASName");
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getDynamicParam(&mDemoASName_d, "DemoASName");
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}
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void TurnToActor::calc_() {
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TurnToActorBase::calc_();
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}
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} // namespace uking::action
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