ksys: Move ActorParam classes into separate folder to declutter Resource/

This commit is contained in:
Léo Lam 2021-06-15 17:47:03 +02:00
parent 38e5e47b07
commit dd0cc52ce9
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GPG Key ID: 0DF30F9081000741
78 changed files with 142 additions and 141 deletions

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@ -7,9 +7,9 @@
#include "KingSystem/ActorSystem/actInfoData.h" #include "KingSystem/ActorSystem/actInfoData.h"
#include "KingSystem/ActorSystem/actInstParamPack.h" #include "KingSystem/ActorSystem/actInstParamPack.h"
#include "KingSystem/GameData/gdtCommonFlagsUtils.h" #include "KingSystem/GameData/gdtCommonFlagsUtils.h"
#include "KingSystem/Resource/Actor/resResourceGParamList.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectGlobal.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectGlobal.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectWeaponCommon.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectWeaponCommon.h"
#include "KingSystem/Resource/resResourceGParamList.h"
#include "KingSystem/Utils/Byaml/Byaml.h" #include "KingSystem/Utils/Byaml/Byaml.h"
namespace uking::act { namespace uking::act {

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@ -6,8 +6,8 @@
#include "KingSystem/ActorSystem/actActorParam.h" #include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actActorUtil.h" #include "KingSystem/ActorSystem/actActorUtil.h"
#include "KingSystem/ActorSystem/actLifeRecoveryInfo.h" #include "KingSystem/ActorSystem/actLifeRecoveryInfo.h"
#include "KingSystem/Resource/Actor/resResourceGParamList.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectGeneral.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectGeneral.h"
#include "KingSystem/Resource/resResourceGParamList.h"
namespace uking::dmg { namespace uking::dmg {

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@ -4,7 +4,7 @@
#include "KingSystem/ActorSystem/actActorUtil.h" #include "KingSystem/ActorSystem/actActorUtil.h"
#include "KingSystem/Map/mapObject.h" #include "KingSystem/Map/mapObject.h"
#include "KingSystem/Map/mapPlacementMgr.h" #include "KingSystem/Map/mapPlacementMgr.h"
#include "KingSystem/Resource/resResourceLod.h" #include "KingSystem/Resource/Actor/resResourceLod.h"
#include "KingSystem/System/OcclusionQueryCylinder.h" #include "KingSystem/System/OcclusionQueryCylinder.h"
namespace ksys::act { namespace ksys::act {

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@ -2,8 +2,8 @@
#include <basis/seadTypes.h> #include <basis/seadTypes.h>
#include <prim/seadSafeString.h> #include <prim/seadSafeString.h>
#include "KingSystem/Resource/Actor/resResourceActorCapture.h"
#include "KingSystem/Resource/resHandle.h" #include "KingSystem/Resource/resHandle.h"
#include "KingSystem/Resource/resResourceActorCapture.h"
#include "KingSystem/System/Timer.h" #include "KingSystem/System/Timer.h"
#include "KingSystem/Utils/Types.h" #include "KingSystem/Utils/Types.h"

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@ -5,12 +5,12 @@
#include "KingSystem/ActorSystem/actActorUtil.h" #include "KingSystem/ActorSystem/actActorUtil.h"
#include "KingSystem/ActorSystem/actAiRoot.h" #include "KingSystem/ActorSystem/actAiRoot.h"
#include "KingSystem/Map/mapObject.h" #include "KingSystem/Map/mapObject.h"
#include "KingSystem/Resource/Actor/resResourceGParamList.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectAttack.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectAttack.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectEnemy.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectEnemy.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectHorseTargetedInfo.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectHorseTargetedInfo.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectLiftable.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectLiftable.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectSystem.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectSystem.h"
#include "KingSystem/Resource/resResourceGParamList.h"
namespace ksys::act { namespace ksys::act {

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@ -3,11 +3,11 @@
#include <prim/seadScopedLock.h> #include <prim/seadScopedLock.h>
#include "KingSystem/ActorSystem/actActorParamMgr.h" #include "KingSystem/ActorSystem/actActorParamMgr.h"
#include "KingSystem/ActorSystem/actActorTemplate.h" #include "KingSystem/ActorSystem/actActorTemplate.h"
#include "KingSystem/Resource/resResourceAS.h" #include "KingSystem/Resource/Actor/resResourceAS.h"
#include "KingSystem/Resource/resResourceASList.h" #include "KingSystem/Resource/Actor/resResourceASList.h"
#include "KingSystem/Resource/resResourceAttClient.h" #include "KingSystem/Resource/Actor/resResourceAttClient.h"
#include "KingSystem/Resource/resResourceRagdollConfig.h" #include "KingSystem/Resource/Actor/resResourceRagdollConfig.h"
#include "KingSystem/Resource/resResourceRagdollConfigList.h" #include "KingSystem/Resource/Actor/resResourceRagdollConfigList.h"
#include "KingSystem/Utils/Byaml/Byaml.h" #include "KingSystem/Utils/Byaml/Byaml.h"
#include "KingSystem/Utils/ParamIO.h" #include "KingSystem/Utils/ParamIO.h"

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@ -7,8 +7,8 @@
#include <prim/seadSafeString.h> #include <prim/seadSafeString.h>
#include <thread/seadCriticalSection.h> #include <thread/seadCriticalSection.h>
#include "KingSystem/ActorSystem/actBaseProcJob.h" #include "KingSystem/ActorSystem/actBaseProcJob.h"
#include "KingSystem/Resource/Actor/resResourceActorLink.h"
#include "KingSystem/Resource/resHandle.h" #include "KingSystem/Resource/resHandle.h"
#include "KingSystem/Resource/resResourceActorLink.h"
#include "KingSystem/Utils/Thread/Event.h" #include "KingSystem/Utils/Thread/Event.h"
namespace ksys { namespace ksys {

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@ -2,33 +2,33 @@
#include <prim/seadScopedLock.h> #include <prim/seadScopedLock.h>
#include "KingSystem/ActorSystem/actASSetting.h" #include "KingSystem/ActorSystem/actASSetting.h"
#include "KingSystem/ActorSystem/actActorParam.h" #include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/Resource/Actor/resResourceAIProgram.h"
#include "KingSystem/Resource/Actor/resResourceAISchedule.h"
#include "KingSystem/Resource/Actor/resResourceAS.h"
#include "KingSystem/Resource/Actor/resResourceASList.h"
#include "KingSystem/Resource/Actor/resResourceActorLink.h"
#include "KingSystem/Resource/Actor/resResourceAnimInfo.h"
#include "KingSystem/Resource/Actor/resResourceAttClient.h"
#include "KingSystem/Resource/Actor/resResourceAwareness.h"
#include "KingSystem/Resource/Actor/resResourceBoneControl.h"
#include "KingSystem/Resource/Actor/resResourceChemical.h"
#include "KingSystem/Resource/Actor/resResourceDamageParam.h"
#include "KingSystem/Resource/Actor/resResourceDrop.h"
#include "KingSystem/Resource/Actor/resResourceGParamList.h"
#include "KingSystem/Resource/Actor/resResourceLifeCondition.h"
#include "KingSystem/Resource/Actor/resResourceLod.h"
#include "KingSystem/Resource/Actor/resResourceModelList.h"
#include "KingSystem/Resource/Actor/resResourcePhysics.h"
#include "KingSystem/Resource/Actor/resResourceRagdollBlendWeight.h"
#include "KingSystem/Resource/Actor/resResourceRagdollConfig.h"
#include "KingSystem/Resource/Actor/resResourceRagdollConfigList.h"
#include "KingSystem/Resource/Actor/resResourceRecipe.h"
#include "KingSystem/Resource/Actor/resResourceShop.h"
#include "KingSystem/Resource/Actor/resResourceUMii.h"
#include "KingSystem/Resource/resEntryFactory.h" #include "KingSystem/Resource/resEntryFactory.h"
#include "KingSystem/Resource/resLoadRequest.h" #include "KingSystem/Resource/resLoadRequest.h"
#include "KingSystem/Resource/resResourceAIProgram.h"
#include "KingSystem/Resource/resResourceAISchedule.h"
#include "KingSystem/Resource/resResourceAS.h"
#include "KingSystem/Resource/resResourceASList.h"
#include "KingSystem/Resource/resResourceActorLink.h"
#include "KingSystem/Resource/resResourceAnimInfo.h"
#include "KingSystem/Resource/resResourceArchive.h" #include "KingSystem/Resource/resResourceArchive.h"
#include "KingSystem/Resource/resResourceAttClient.h"
#include "KingSystem/Resource/resResourceAwareness.h"
#include "KingSystem/Resource/resResourceBoneControl.h"
#include "KingSystem/Resource/resResourceChemical.h"
#include "KingSystem/Resource/resResourceDamageParam.h"
#include "KingSystem/Resource/resResourceDrop.h"
#include "KingSystem/Resource/resResourceGParamList.h"
#include "KingSystem/Resource/resResourceLifeCondition.h"
#include "KingSystem/Resource/resResourceLod.h"
#include "KingSystem/Resource/resResourceMgrTask.h" #include "KingSystem/Resource/resResourceMgrTask.h"
#include "KingSystem/Resource/resResourceModelList.h"
#include "KingSystem/Resource/resResourcePhysics.h"
#include "KingSystem/Resource/resResourceRagdollBlendWeight.h"
#include "KingSystem/Resource/resResourceRagdollConfig.h"
#include "KingSystem/Resource/resResourceRagdollConfigList.h"
#include "KingSystem/Resource/resResourceRecipe.h"
#include "KingSystem/Resource/resResourceShop.h"
#include "KingSystem/Resource/resResourceUMii.h"
#include "KingSystem/Resource/resSystem.h" #include "KingSystem/Resource/resSystem.h"
#include "KingSystem/Resource/resTempResourceLoader.h" #include "KingSystem/Resource/resTempResourceLoader.h"
#include "KingSystem/Utils/Debug.h" #include "KingSystem/Utils/Debug.h"

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@ -11,9 +11,9 @@
#include "KingSystem/GameData/gdtManager.h" #include "KingSystem/GameData/gdtManager.h"
#include "KingSystem/Map/mapObject.h" #include "KingSystem/Map/mapObject.h"
#include "KingSystem/Map/mapPlacementMgr.h" #include "KingSystem/Map/mapPlacementMgr.h"
#include "KingSystem/Resource/Actor/resResourceActorLink.h"
#include "KingSystem/Resource/Actor/resResourceGParamList.h"
#include "KingSystem/Resource/GeneralParamList/resGParamListObjectNpc.h" #include "KingSystem/Resource/GeneralParamList/resGParamListObjectNpc.h"
#include "KingSystem/Resource/resResourceActorLink.h"
#include "KingSystem/Resource/resResourceGParamList.h"
#include "KingSystem/Utils/Byaml/Byaml.h" #include "KingSystem/Utils/Byaml/Byaml.h"
#include "KingSystem/World/worldManager.h" #include "KingSystem/World/worldManager.h"

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@ -4,7 +4,7 @@
#include "KingSystem/ActorSystem/actActorParam.h" #include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actAiRoot.h" #include "KingSystem/ActorSystem/actAiRoot.h"
#include "KingSystem/ActorSystem/actionDummyAction.h" #include "KingSystem/ActorSystem/actionDummyAction.h"
#include "KingSystem/Resource/resResourceAIProgram.h" #include "KingSystem/Resource/Actor/resResourceAIProgram.h"
namespace ksys::act::ai { namespace ksys::act::ai {

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@ -4,7 +4,7 @@
#include "KingSystem/ActorSystem/actAiAction.h" #include "KingSystem/ActorSystem/actAiAction.h"
#include "KingSystem/ActorSystem/actAiInlineParam.h" #include "KingSystem/ActorSystem/actAiInlineParam.h"
#include "KingSystem/ActorSystem/actAiRoot.h" #include "KingSystem/ActorSystem/actAiRoot.h"
#include "KingSystem/Resource/resResourceAIProgram.h" #include "KingSystem/Resource/Actor/resResourceAIProgram.h"
#include "KingSystem/Utils/InitTimeInfo.h" #include "KingSystem/Utils/InitTimeInfo.h"
#include "KingSystem/Utils/Thread/MessageTransceiverId.h" #include "KingSystem/Utils/Thread/MessageTransceiverId.h"

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@ -7,7 +7,7 @@
#include "KingSystem/ActorSystem/actAiInlineParam.h" #include "KingSystem/ActorSystem/actAiInlineParam.h"
#include "KingSystem/ActorSystem/actAiRoot.h" #include "KingSystem/ActorSystem/actAiRoot.h"
#include "KingSystem/ActorSystem/aiDummyAi.h" #include "KingSystem/ActorSystem/aiDummyAi.h"
#include "KingSystem/Resource/resResourceAIProgram.h" #include "KingSystem/Resource/Actor/resResourceAIProgram.h"
namespace ksys::act::ai { namespace ksys::act::ai {

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@ -3,7 +3,7 @@
#include "KingSystem/ActorSystem/actActorParam.h" #include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actAiRoot.h" #include "KingSystem/ActorSystem/actAiRoot.h"
#include "KingSystem/ActorSystem/behaviorDummyBehavior.h" #include "KingSystem/ActorSystem/behaviorDummyBehavior.h"
#include "KingSystem/Resource/resResourceAIProgram.h" #include "KingSystem/Resource/Actor/resResourceAIProgram.h"
namespace ksys::act::ai { namespace ksys::act::ai {

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#include "KingSystem/ActorSystem/actActorParam.h" #include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actAiQuery.h" #include "KingSystem/ActorSystem/actAiQuery.h"
#include "KingSystem/ActorSystem/queryDummyQuery.h" #include "KingSystem/ActorSystem/queryDummyQuery.h"
#include "KingSystem/Resource/resResourceAIProgram.h" #include "KingSystem/Resource/Actor/resResourceAIProgram.h"
namespace ksys::act::ai { namespace ksys::act::ai {

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@ -3,7 +3,7 @@
#include "KingSystem/ActorSystem/actActorParam.h" #include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actAiClassDef.h" #include "KingSystem/ActorSystem/actAiClassDef.h"
#include "KingSystem/ActorSystem/actAiRoot.h" #include "KingSystem/ActorSystem/actAiRoot.h"
#include "KingSystem/Resource/resResourceAIProgram.h" #include "KingSystem/Resource/Actor/resResourceAIProgram.h"
namespace ksys::act::ai { namespace ksys::act::ai {

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#include "KingSystem/ActorSystem/actGlobalParameter.h" #include "KingSystem/ActorSystem/actGlobalParameter.h"
#include "KingSystem/ActorSystem/actActorParam.h" #include "KingSystem/ActorSystem/actActorParam.h"
#include "KingSystem/ActorSystem/actActorParamMgr.h" #include "KingSystem/ActorSystem/actActorParamMgr.h"
#include "KingSystem/Resource/Actor/resResourceGParamList.h"
#include "KingSystem/Resource/resResourceArchive.h" #include "KingSystem/Resource/resResourceArchive.h"
#include "KingSystem/Resource/resResourceGParamList.h"
namespace ksys::act { namespace ksys::act {

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@ -6,7 +6,7 @@
#include "KingSystem/ActorSystem/actDebug.h" #include "KingSystem/ActorSystem/actDebug.h"
#include "KingSystem/Event/evtEvent.h" #include "KingSystem/Event/evtEvent.h"
#include "KingSystem/Event/evtManager.h" #include "KingSystem/Event/evtManager.h"
#include "KingSystem/Resource/resResourceModelList.h" #include "KingSystem/Resource/Actor/resResourceModelList.h"
#include "KingSystem/Utils/Byaml/Byaml.h" #include "KingSystem/Utils/Byaml/Byaml.h"
#include "KingSystem/Utils/Byaml/ByamlArrayIter.h" #include "KingSystem/Utils/Byaml/ByamlArrayIter.h"
#include "KingSystem/Utils/Byaml/ByamlData.h" #include "KingSystem/Utils/Byaml/ByamlData.h"

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@ -3,7 +3,7 @@
#include <random/seadGlobalRandom.h> #include <random/seadGlobalRandom.h>
#include "KingSystem/ActorSystem/actActorParamMgr.h" #include "KingSystem/ActorSystem/actActorParamMgr.h"
#include "KingSystem/Mii/miiModelCreator.h" #include "KingSystem/Mii/miiModelCreator.h"
#include "KingSystem/Resource/resResourceUMii.h" #include "KingSystem/Resource/Actor/resResourceUMii.h"
#include "KingSystem/Utils/InitTimeInfo.h" #include "KingSystem/Utils/InitTimeInfo.h"
namespace ksys::mii { namespace ksys::mii {

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#include "KingSystem/Physics/Ragdoll/physRagdollConfig.h" #include "KingSystem/Physics/Ragdoll/physRagdollConfig.h"
#include "KingSystem/Resource/resResourceRagdollConfig.h" #include "KingSystem/Resource/Actor/resResourceRagdollConfig.h"
namespace ksys::phys { namespace ksys::phys {

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@ -7,7 +7,7 @@
#include "KingSystem/Physics/SupportBone/physSupportBoneParam.h" #include "KingSystem/Physics/SupportBone/physSupportBoneParam.h"
#include "KingSystem/Physics/System/physCharacterControllerParam.h" #include "KingSystem/Physics/System/physCharacterControllerParam.h"
#include "KingSystem/Physics/System/physContactInfoParam.h" #include "KingSystem/Physics/System/physContactInfoParam.h"
#include "KingSystem/Resource/resResourcePhysics.h" #include "KingSystem/Resource/Actor/resResourcePhysics.h"
namespace ksys::phys { namespace ksys::phys {

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#include "KingSystem/Resource/resResourceAIProgram.h" #include "KingSystem/Resource/Actor/resResourceAIProgram.h"
#include <agl/Utils/aglParameter.h> #include <agl/Utils/aglParameter.h>
#include <heap/seadHeapMgr.h> #include <heap/seadHeapMgr.h>
#include "KingSystem/ActorSystem/actAiActionBase.h" #include "KingSystem/ActorSystem/actAiActionBase.h"

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#include "KingSystem/Resource/resResourceAISchedule.h" #include "KingSystem/Resource/Actor/resResourceAISchedule.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceAS.h" #include "KingSystem/Resource/Actor/resResourceAS.h"
#include <memory> #include <memory>
#include <random/seadGlobalRandom.h> #include <random/seadGlobalRandom.h>
#include "KingSystem/Resource/resResourceASResource.h"
#include "KingSystem/Utils/HeapUtil.h" #include "KingSystem/Utils/HeapUtil.h"
#include "KingSystem/Utils/SafeDelete.h" #include "KingSystem/Utils/SafeDelete.h"
#include "resResourceASResource.h"
namespace ksys::res { namespace ksys::res {

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@ -1,5 +1,5 @@
#include "KingSystem/Resource/resResourceASList.h" #include "KingSystem/Resource/Actor/resResourceASList.h"
#include "KingSystem/Resource/resResourceAS.h" #include "KingSystem/Resource/Actor/resResourceAS.h"
namespace ksys::res { namespace ksys::res {

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@ -1,7 +1,7 @@
#include "KingSystem/Resource/resResourceASResource.h" #include "KingSystem/Resource/Actor/resResourceASResource.h"
#include <limits> #include <limits>
#include <prim/seadSafeString.h> #include <prim/seadSafeString.h>
#include "KingSystem/Resource/resResourceAS.h" #include "KingSystem/Resource/Actor/resResourceAS.h"
namespace ksys::as { namespace ksys::as {
class Element; class Element;

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@ -4,7 +4,7 @@
#include <agl/Utils/aglResParameter.h> #include <agl/Utils/aglResParameter.h>
#include <container/seadBuffer.h> #include <container/seadBuffer.h>
#include <prim/seadRuntimeTypeInfo.h> #include <prim/seadRuntimeTypeInfo.h>
#include "KingSystem/Resource/resResourceASResourceExtension.h" #include "KingSystem/Resource/Actor/resResourceASResourceExtension.h"
namespace ksys::res { namespace ksys::res {

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@ -1,4 +1,4 @@
#include "KingSystem/Resource/resResourceASResourceExtension.h" #include "KingSystem/Resource/Actor/resResourceASResourceExtension.h"
#include <container/seadSafeArray.h> #include <container/seadSafeArray.h>
#include <optional> #include <optional>
#include <prim/seadSafeString.h> #include <prim/seadSafeString.h>

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#include "KingSystem/Resource/resResourceActorCapture.h" #include "KingSystem/Resource/Actor/resResourceActorCapture.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceActorLink.h" #include "KingSystem/Resource/Actor/resResourceActorLink.h"
#include <codec/seadHashCRC32.h> #include <codec/seadHashCRC32.h>
#include <heap/seadHeapMgr.h> #include <heap/seadHeapMgr.h>

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@ -1,4 +1,4 @@
#include "KingSystem/Resource/resResourceAnimInfo.h" #include "KingSystem/Resource/Actor/resResourceAnimInfo.h"
#include "KingSystem/Utils/Byaml/Byaml.h" #include "KingSystem/Utils/Byaml/Byaml.h"
#include "KingSystem/Utils/SafeDelete.h" #include "KingSystem/Utils/SafeDelete.h"

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#include "KingSystem/Resource/resResourceAttCheck.h" #include "KingSystem/Resource/Actor/resResourceAttCheck.h"
namespace ksys::res { namespace ksys::res {

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#include <agl/Utils/aglParameterList.h> #include <agl/Utils/aglParameterList.h>
#include <agl/Utils/aglParameterObj.h> #include <agl/Utils/aglParameterObj.h>
#include <prim/seadRuntimeTypeInfo.h> #include <prim/seadRuntimeTypeInfo.h>
#include "KingSystem/Resource/resResourceAttClient.h" #include "resResourceAttClient.h"
#include "KingSystem/Resource/resResourceAttPos.h" #include "resResourceAttPos.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceAttClient.h" #include "resResourceAttClient.h"
#include <container/seadSafeArray.h> #include <container/seadSafeArray.h>
#include "KingSystem/Resource/resResourceAttCheck.h" #include "resResourceAttCheck.h"
namespace ksys::res { namespace ksys::res {

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@ -6,8 +6,8 @@
#include <container/seadBuffer.h> #include <container/seadBuffer.h>
#include <prim/seadSafeString.h> #include <prim/seadSafeString.h>
#include "KingSystem/ActorSystem/Attention/actAttention.h" #include "KingSystem/ActorSystem/Attention/actAttention.h"
#include "KingSystem/Resource/Actor/resResourceAttPos.h"
#include "KingSystem/Resource/resResource.h" #include "KingSystem/Resource/resResource.h"
#include "KingSystem/Resource/resResourceAttPos.h"
#include "KingSystem/Utils/ParamIO.h" #include "KingSystem/Utils/ParamIO.h"
#include "KingSystem/Utils/Types.h" #include "KingSystem/Utils/Types.h"

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#include "KingSystem/Resource/resResourceAttPos.h" #include "KingSystem/Resource/Actor/resResourceAttPos.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceAwareness.h" #include "KingSystem/Resource/Actor/resResourceAwareness.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceBoneControl.h" #include "KingSystem/Resource/Actor/resResourceBoneControl.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceChemical.h" #include "KingSystem/Resource/Actor/resResourceChemical.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceDamageParam.h" #include "KingSystem/Resource/Actor/resResourceDamageParam.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceDrop.h" #include "KingSystem/Resource/Actor/resResourceDrop.h"
#include <random/seadGlobalRandom.h> #include <random/seadGlobalRandom.h>
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceGParamList.h" #include "KingSystem/Resource/Actor/resResourceGParamList.h"
#include <agl/Utils/aglParameter.h> #include <agl/Utils/aglParameter.h>
#include <prim/seadRuntimeTypeInfo.h> #include <prim/seadRuntimeTypeInfo.h>
#include "KingSystem/ActorSystem/actActorParamMgr.h" #include "KingSystem/ActorSystem/actActorParamMgr.h"

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#include "KingSystem/Resource/resResourceLifeCondition.h" #include "KingSystem/Resource/Actor/resResourceLifeCondition.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceLod.h" #include "KingSystem/Resource/Actor/resResourceLod.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceModelList.h" #include "KingSystem/Resource/Actor/resResourceModelList.h"
#include <container/seadSafeArray.h> #include <container/seadSafeArray.h>
#include "KingSystem/Resource/resModelResourceDivide.h" #include "KingSystem/Resource/resModelResourceDivide.h"

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#include "KingSystem/Resource/resResourcePhysics.h" #include "KingSystem/Resource/Actor/resResourcePhysics.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceRagdollBlendWeight.h" #include "KingSystem/Resource/Actor/resResourceRagdollBlendWeight.h"
namespace ksys::res { namespace ksys::res {

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#include "KingSystem/Resource/resResourceRagdollConfig.h" #include "KingSystem/Resource/Actor/resResourceRagdollConfig.h"
namespace ksys::res { namespace ksys::res {

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@ -1,5 +1,5 @@
#include "KingSystem/Resource/resResourceRagdollConfigList.h" #include "KingSystem/Resource/Actor/resResourceRagdollConfigList.h"
#include "KingSystem/Resource/resResourceRagdollConfig.h" #include "KingSystem/Resource/Actor/resResourceRagdollConfig.h"
namespace ksys::res { namespace ksys::res {

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@ -1,4 +1,4 @@
#include "KingSystem/Resource/resResourceRecipe.h" #include "KingSystem/Resource/Actor/resResourceRecipe.h"
namespace ksys::res { namespace ksys::res {

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@ -1,4 +1,4 @@
#include "KingSystem/Resource/resResourceShop.h" #include "KingSystem/Resource/Actor/resResourceShop.h"
namespace ksys::res { namespace ksys::res {

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@ -1,4 +1,4 @@
#include "KingSystem/Resource/resResourceUMii.h" #include "KingSystem/Resource/Actor/resResourceUMii.h"
namespace ksys::res { namespace ksys::res {

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@ -128,70 +128,71 @@ target_sources(uking PRIVATE
resResource.cpp resResource.cpp
resResource.h resResource.h
resResourceActorCapture.cpp
resResourceActorCapture.h
resResourceActorLink.cpp
resResourceActorLink.h
resResourceAIProgram.cpp
resResourceAIProgram.h
resResourceAISchedule.cpp
resResourceAISchedule.h
resResourceAnimInfo.cpp
resResourceAnimInfo.h
resResourceAS.cpp
resResourceAS.h
resResourceASList.cpp
resResourceASList.h
resResourceASResource.cpp
resResourceASResource.h
resResourceASResourceExtension.cpp
resResourceASResourceExtension.h
resResourceASSetting.cpp resResourceASSetting.cpp
resResourceASSetting.h resResourceASSetting.h
resResourceAttCheck.cpp
resResourceAttCheck.h
resResourceAttClient.cpp
resResourceAttClient.h
resResourceAttPos.cpp
resResourceAttPos.h
resResourceArchive.cpp resResourceArchive.cpp
resResourceArchive.h resResourceArchive.h
resResourceAwareness.cpp
resResourceAwareness.h
resResourceBoneControl.cpp
resResourceBoneControl.h
resResourceChemical.cpp
resResourceChemical.h
resResourceDamageParam.cpp
resResourceDamageParam.h
resResourceDemo.cpp resResourceDemo.cpp
resResourceDemo.h resResourceDemo.h
resResourceDrop.cpp
resResourceDrop.h
resResourceGameData.cpp resResourceGameData.cpp
resResourceGameData.h resResourceGameData.h
resResourceGameSaveData.cpp resResourceGameSaveData.cpp
resResourceGameSaveData.h resResourceGameSaveData.h
resResourceGParamList.cpp
resResourceGParamList.h Actor/resResourceActorCapture.cpp
resResourceLifeCondition.cpp Actor/resResourceActorCapture.h
resResourceLifeCondition.h Actor/resResourceActorLink.cpp
resResourceLod.cpp Actor/resResourceActorLink.h
resResourceLod.h Actor/resResourceAIProgram.cpp
resResourceModelList.cpp Actor/resResourceAIProgram.h
resResourceModelList.h Actor/resResourceAISchedule.cpp
resResourcePhysics.cpp Actor/resResourceAISchedule.h
resResourcePhysics.h Actor/resResourceAnimInfo.cpp
resResourceRagdollBlendWeight.cpp Actor/resResourceAnimInfo.h
resResourceRagdollBlendWeight.h Actor/resResourceAS.cpp
resResourceRagdollConfig.cpp Actor/resResourceAS.h
resResourceRagdollConfig.h Actor/resResourceASList.cpp
resResourceRagdollConfigList.cpp Actor/resResourceASList.h
resResourceRagdollConfigList.h Actor/resResourceASResource.cpp
resResourceRecipe.cpp Actor/resResourceASResource.h
resResourceRecipe.h Actor/resResourceASResourceExtension.cpp
resResourceShop.cpp Actor/resResourceASResourceExtension.h
resResourceShop.h Actor/resResourceAttCheck.cpp
resResourceUMii.cpp Actor/resResourceAttCheck.h
resResourceUMii.h Actor/resResourceAttClient.cpp
Actor/resResourceAttClient.h
Actor/resResourceAttPos.cpp
Actor/resResourceAttPos.h
Actor/resResourceAwareness.cpp
Actor/resResourceAwareness.h
Actor/resResourceBoneControl.cpp
Actor/resResourceBoneControl.h
Actor/resResourceChemical.cpp
Actor/resResourceChemical.h
Actor/resResourceDamageParam.cpp
Actor/resResourceDamageParam.h
Actor/resResourceDrop.cpp
Actor/resResourceDrop.h
Actor/resResourceGParamList.cpp
Actor/resResourceGParamList.h
Actor/resResourceLifeCondition.cpp
Actor/resResourceLifeCondition.h
Actor/resResourceLod.cpp
Actor/resResourceLod.h
Actor/resResourceModelList.cpp
Actor/resResourceModelList.h
Actor/resResourcePhysics.cpp
Actor/resResourcePhysics.h
Actor/resResourceRagdollBlendWeight.cpp
Actor/resResourceRagdollBlendWeight.h
Actor/resResourceRagdollConfig.cpp
Actor/resResourceRagdollConfig.h
Actor/resResourceRagdollConfigList.cpp
Actor/resResourceRagdollConfigList.h
Actor/resResourceRecipe.cpp
Actor/resResourceRecipe.h
Actor/resResourceShop.cpp
Actor/resResourceShop.h
Actor/resResourceUMii.cpp
Actor/resResourceUMii.h
) )

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@ -9,8 +9,8 @@
#include <container/seadBuffer.h> #include <container/seadBuffer.h>
#include <prim/seadRuntimeTypeInfo.h> #include <prim/seadRuntimeTypeInfo.h>
#include <prim/seadSafeString.h> #include <prim/seadSafeString.h>
#include "KingSystem/Resource/Actor/resResourceASResourceExtension.h"
#include "KingSystem/Resource/resResource.h" #include "KingSystem/Resource/resResource.h"
#include "KingSystem/Resource/resResourceASResourceExtension.h"
namespace ksys::res { namespace ksys::res {