From a168b93bbcf603816bf718962fc4d706b5fc772d Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?L=C3=A9o=20Lam?= Date: Mon, 28 Sep 2026 03:39:30 +0200 Subject: snd: move sound actions and AIs to KingSystem/Sound They link with KingSystem/Sound (0x7100fe8b54-0x7101060ed4) as sorted Action/AI passes of their own. The three area tag actions keep their game base AreaTagAction, which links in the Game/Actor/Area block. (AI assisted using Claude Fable 5.1 and Claude Opus 5.5) --- .../Sound/Actor/Action/actionSceneSoundCtrlAction.cpp | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) create mode 100644 src/KingSystem/Sound/Actor/Action/actionSceneSoundCtrlAction.cpp (limited to 'src/KingSystem/Sound/Actor/Action/actionSceneSoundCtrlAction.cpp') diff --git a/src/KingSystem/Sound/Actor/Action/actionSceneSoundCtrlAction.cpp b/src/KingSystem/Sound/Actor/Action/actionSceneSoundCtrlAction.cpp new file mode 100644 index 00000000..27743b32 --- /dev/null +++ b/src/KingSystem/Sound/Actor/Action/actionSceneSoundCtrlAction.cpp @@ -0,0 +1,18 @@ +#include "KingSystem/Sound/Actor/Action/actionSceneSoundCtrlAction.h" + +namespace ksys::snd { + +SceneSoundCtrlAction::SceneSoundCtrlAction(const InitArg& arg) : ksys::act::ai::Action(arg) {} + +SceneSoundCtrlAction::~SceneSoundCtrlAction() = default; + +bool SceneSoundCtrlAction::init_(sead::Heap* heap) { + return ksys::act::ai::Action::init_(heap); +} + +void SceneSoundCtrlAction::loadParams_() { + getDynamicParam(&mBgmCtrlType_d, "BgmCtrlType"); + getDynamicParam(&mSeCtrlType_d, "SeCtrlType"); +} + +} // namespace ksys::snd -- cgit v1.2.3