Generate stubs for queries

This commit is contained in:
Léo Lam 2020-12-21 21:38:09 +01:00
parent 60b2362ddc
commit f98d3ee758
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336 changed files with 8410 additions and 1085 deletions

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add_subdirectory(Game/AI/Action)
add_subdirectory(Game/AI/Query)
add_subdirectory(Game/DLC)
add_subdirectory(KingSystem)

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target_sources(uking PRIVATE
queryBranchByDyeColor.cpp
queryBranchByDyeColor.h
queryBranchByGameOver.cpp
queryBranchByGameOver.h
queryCanCreateMakeItemList.cpp
queryCanCreateMakeItemList.h
queryCanMarkMapPin.cpp
queryCanMarkMapPin.h
queryCheck100EnemyActiveTiming.cpp
queryCheck100EnemyActiveTiming.h
queryCheckActorAction13.cpp
queryCheckActorAction13.h
queryCheckActorAction14_2.cpp
queryCheckActorAction14_2.h
queryCheckActorAction.cpp
queryCheckActorAction.h
queryCheckAddPorchItem.cpp
queryCheckAddPorchItem.h
queryCheckAppPoint.cpp
queryCheckAppPoint.h
queryCheckAppShopSelect.cpp
queryCheckAppShopSelect.h
queryCheckAreaTransition.cpp
queryCheckAreaTransition.h
queryCheckBalladOfHeroActiveTiming.cpp
queryCheckBalladOfHeroActiveTiming.h
queryCheckContainerItem.cpp
queryCheckContainerItem.h
queryCheckCookResultStatus.cpp
queryCheckCookResultStatus.h
queryCheckCurrentMap.cpp
queryCheckCurrentMap.h
queryCheckCurseRRetryEverOnce.cpp
queryCheckCurseRRetryEverOnce.h
queryCheckDeadHorseResistered.cpp
queryCheckDeadHorseResistered.h
queryCheckDeadlyQuestEscapeTiming.cpp
queryCheckDeadlyQuestEscapeTiming.h
queryCheckDieCnt.cpp
queryCheckDieCnt.h
queryCheckDistanceForWarp.cpp
queryCheckDistanceForWarp.h
queryCheckDistanceFromPlayer.cpp
queryCheckDistanceFromPlayer.h
queryCheckDownloadItemNum.cpp
queryCheckDownloadItemNum.h
queryCheckDuringBloodyMoon.cpp
queryCheckDuringBloodyMoon.h
queryCheckDyeShopSelect.cpp
queryCheckDyeShopSelect.h
queryCheckE3Mode.cpp
queryCheckE3Mode.h
queryCheckEatActor.cpp
queryCheckEatActor.h
queryCheckElapsedTimeOfMiniGame.cpp
queryCheckElapsedTimeOfMiniGame.h
queryCheckEquipArmorSeriesType.cpp
queryCheckEquipArmorSeriesType.h
queryCheckEquipItemType.cpp
queryCheckEquipItemType.h
queryCheckEquipment.cpp
queryCheckEquipment.h
queryCheckEventCancel.cpp
queryCheckEventCancel.h
queryCheckExistActor.cpp
queryCheckExistActor.h
queryCheckExistArrow.cpp
queryCheckExistArrow.h
queryCheckExtraEnergyOfPlayer.cpp
queryCheckExtraEnergyOfPlayer.h
queryCheckExtraLifeOfPlayer.cpp
queryCheckExtraLifeOfPlayer.h
queryCheckFadeState.cpp
queryCheckFadeState.h
queryCheckFame.cpp
queryCheckFame.h
queryCheckFlag.cpp
queryCheckFlag.h
queryCheckGameDataFloat.cpp
queryCheckGameDataFloat.h
queryCheckGameDataInt.cpp
queryCheckGameDataInt.h
queryCheckGetDemoTypeFromArg.cpp
queryCheckGetDemoTypeFromArg.h
queryCheckGiveReward.cpp
queryCheckGiveReward.h
queryCheckHasManifactureArmor.cpp
queryCheckHasManifactureArmor.h
queryCheckHorseCustomizeSelect.cpp
queryCheckHorseCustomizeSelect.h
queryCheckHorseDeadCause.cpp
queryCheckHorseDeadCause.h
queryCheckHorseRegistered.cpp
queryCheckHorseRegistered.h
queryCheckHorseTakenOut.cpp
queryCheckHorseTakenOut.h
queryCheckIsOpenItemCategory.cpp
queryCheckIsOpenItemCategory.h
queryCheckItemShopDecide.cpp
queryCheckItemShopDecide.h
queryCheckItemShopPorchVacancy.cpp
queryCheckItemShopPorchVacancy.h
queryCheckItemShopSelectBuy.cpp
queryCheckItemShopSelectBuy.h
queryCheckItemShopSelect.cpp
queryCheckItemShopSelect.h
queryCheckJustBeforeEventCancel.cpp
queryCheckJustBeforeEventCancel.h
queryCheckLastDamageAttacker.cpp
queryCheckLastDamageAttacker.h
queryCheckManufactResult.cpp
queryCheckManufactResult.h
queryCheckMapArea.cpp
queryCheckMapArea.h
queryCheckMasterSwordState.cpp
queryCheckMasterSwordState.h
queryCheckMaterialValue.cpp
queryCheckMaterialValue.h
queryCheckMiniGameTime.cpp
queryCheckMiniGameTime.h
queryCheckMiniGameTimeOver.cpp
queryCheckMiniGameTimeOver.h
queryCheckNumOfBuyPicture.cpp
queryCheckNumOfBuyPicture.h
queryCheckOwnedHorseFamiliarity.cpp
queryCheckOwnedHorseFamiliarity.h
queryCheckPictureBookVacancy.cpp
queryCheckPictureBookVacancy.h
queryCheckPlacedItemSaled.cpp
queryCheckPlacedItemSaled.h
queryCheckPlayerDeadCause.cpp
queryCheckPlayerDeadCause.h
queryCheckPlayerEquip.cpp
queryCheckPlayerEquip.h
queryCheckPlayerFastFadeDead.cpp
queryCheckPlayerFastFadeDead.h
queryCheckPlayerHellType.cpp
queryCheckPlayerHellType.h
queryCheckPlayerPullSwordFailEnd.cpp
queryCheckPlayerPullSwordFailEnd.h
queryCheckPlayerRideHorse.cpp
queryCheckPlayerRideHorse.h
queryCheckPlayerRideSunazarashi.cpp
queryCheckPlayerRideSunazarashi.h
queryCheckPlayerState.cpp
queryCheckPlayerState.h
queryCheckPlayerTemperatureCondition.cpp
queryCheckPlayerTemperatureCondition.h
queryCheckPlayerWeaponFired.cpp
queryCheckPlayerWeaponFired.h
queryCheckPorchInItem.cpp
queryCheckPorchInItem.h
queryCheckProConUse.cpp
queryCheckProConUse.h
queryCheckRainRatio.cpp
queryCheckRainRatio.h
queryCheckRankOfEnemyAttackedNPC.cpp
queryCheckRankOfEnemyAttackedNPC.h
queryCheckReceiveTerrorLevel.cpp
queryCheckReceiveTerrorLevel.h
queryCheckResultOfNPCConflict.cpp
queryCheckResultOfNPCConflict.h
queryCheckRoad.cpp
queryCheckRoad.h
queryCheckRupee.cpp
queryCheckRupee.h
queryCheckSelectPicture.cpp
queryCheckSelectPicture.h
queryCheckSellResult.cpp
queryCheckSellResult.h
queryCheckShopSelectedItemName.cpp
queryCheckShopSelectedItemName.h
queryCheckSiteBossDamageAnm.cpp
queryCheckSiteBossDamageAnm.h
queryCheckStage.cpp
queryCheckStage.h
queryCheckStarter.cpp
queryCheckStarter.h
queryCheckTerrorLevel.cpp
queryCheckTerrorLevel.h
queryCheckTime.cpp
queryCheckTime.h
queryCheckTimeType.cpp
queryCheckTimeType.h
queryCheckTypeOfOwnedHorseForEvent.cpp
queryCheckTypeOfOwnedHorseForEvent.h
queryCheckTypeOfWildHorseAssociated.cpp
queryCheckTypeOfWildHorseAssociated.h
queryCheckVacancyItem.cpp
queryCheckVacancyItem.h
queryCheckWarpMist.cpp
queryCheckWarpMist.h
queryCheckWeaponVacancyItem.cpp
queryCheckWeaponVacancyItem.h
queryCheckWeather.cpp
queryCheckWeather.h
queryCompareGameDataFloat.cpp
queryCompareGameDataFloat.h
queryCompareGameDataInt.cpp
queryCompareGameDataInt.h
queryCompareGameDataTime.cpp
queryCompareGameDataTime.h
queryComparePlayerFireResistantLevel.cpp
queryComparePlayerFireResistantLevel.h
queryComparePlayerHeart.cpp
queryComparePlayerHeart.h
queryComparePlayerMaxHeart.cpp
queryComparePlayerMaxHeart.h
queryComparePlayerMaxStamina.cpp
queryComparePlayerMaxStamina.h
queryComparePlayerOriginalHeart.cpp
queryComparePlayerOriginalHeart.h
queryCountFlag4.cpp
queryCountFlag4.h
queryEnemyDieCheck.cpp
queryEnemyDieCheck.h
queryEnemyRestLifeRate.cpp
queryEnemyRestLifeRate.h
queryGeneralChoice2.cpp
queryGeneralChoice2.h
queryGeneralChoice3.cpp
queryGeneralChoice3.h
queryGeneralChoice4.cpp
queryGeneralChoice4.h
queryGeneralChoice8.cpp
queryGeneralChoice8.h
queryHasArmorAlreadyDyed.cpp
queryHasArmorAlreadyDyed.h
queryHasArmorDye.cpp
queryHasArmorDye.h
queryHasCookResultInPorch.cpp
queryHasCookResultInPorch.h
queryHasEnoughPayment.cpp
queryHasEnoughPayment.h
queryHasItemDye.cpp
queryHasItemDye.h
queryHasItemDyeSpecifiedColor.cpp
queryHasItemDyeSpecifiedColor.h
queryHasPorchArrow.cpp
queryHasPorchArrow.h
queryHasPorchItemByCategory.cpp
queryHasPorchItemByCategory.h
queryHasPorchItem.cpp
queryHasPorchItem.h
queryHasPouchItemByPouchCategory.cpp
queryHasPouchItemByPouchCategory.h
queryHasSetItem.cpp
queryHasSetItem.h
queryHasSpecificArmorSeries.cpp
queryHasSpecificArmorSeries.h
queryIsAppAlreadyExchanged.cpp
queryIsAppAlreadyExchanged.h
queryIsArriveAnchorForRain.cpp
queryIsArriveAnchorForRain.h
queryIsAwakened.cpp
queryIsAwakened.h
queryIsBloodyMoonTrig.cpp
queryIsBloodyMoonTrig.h
queryIsCurrentAocFieldStage.cpp
queryIsCurrentAocFieldStage.h
queryIsCurrentCDungeonStage.cpp
queryIsCurrentCDungeonStage.h
queryIsCurrentMainFieldDungeonStage.cpp
queryIsCurrentMainFieldDungeonStage.h
queryIsCurrentMainFieldStage.cpp
queryIsCurrentMainFieldStage.h
queryIsEquipedDyedArmor.cpp
queryIsEquipedDyedArmor.h
queryIsEquippedEnableDye.cpp
queryIsEquippedEnableDye.h
queryIsEquippedWithLowerBody.cpp
queryIsEquippedWithLowerBody.h
queryIsHorseFamiliarityPassedAlready.cpp
queryIsHorseFamiliarityPassedAlready.h
queryIsHorseNumMax.cpp
queryIsHorseNumMax.h
queryIsIgnitionByArrowFire.cpp
queryIsIgnitionByArrowFire.h
queryIsItemInStock.cpp
queryIsItemInStock.h
queryIsNeedEquipWeapon.cpp
queryIsNeedEquipWeapon.h
queryIsNoEquipArmorAnyTarget.cpp
queryIsNoEquipArmorAnyTarget.h
queryIsOffLinkTag.cpp
queryIsOffLinkTag.h
queryIsOnEnterDungeonFlag.cpp
queryIsOnEnterDungeonFlag.h
queryIsOnInstEventFlag.cpp
queryIsOnInstEventFlag.h
queryIsOwnedHorseAssociated.cpp
queryIsOwnedHorseAssociated.h
queryIsPlayerGrounded.cpp
queryIsPlayerGrounded.h
queryIsRest.cpp
queryIsRest.h
queryIsRideHorse.cpp
queryIsRideHorse.h
queryIsSoldOut.cpp
queryIsSoldOut.h
queryIsSuccessEndLastDemoAction.cpp
queryIsSuccessEndLastDemoAction.h
queryIsTerrorDisappeared.cpp
queryIsTerrorDisappeared.h
queryIsWaitRevival.cpp
queryIsWaitRevival.h
queryIsWeaponDrawn.cpp
queryIsWeaponDrawn.h
queryKeyInputCheck.cpp
queryKeyInputCheck.h
queryRandomChoice2.cpp
queryRandomChoice2.h
queryRandomChoice3.cpp
queryRandomChoice3.h
queryRandomChoice4.cpp
queryRandomChoice4.h
queryRandomChoice8.cpp
queryRandomChoice8.h
queryRandomChoiceExceptOnFlag.cpp
queryRandomChoiceExceptOnFlag.h
queryWhatCurrentItem.cpp
queryWhatCurrentItem.h
queryWhatDayOfTheWeek.cpp
queryWhatDayOfTheWeek.h
queryWhatDungeonType.cpp
queryWhatDungeonType.h
queryWhatMoonName.cpp
queryWhatMoonName.h
)

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#include "Game/AI/Query/queryBranchByDyeColor.h"
#include <evfl/query.h>
namespace uking::query {
BranchByDyeColor::BranchByDyeColor(const InitArg& arg) : ksys::act::ai::Query(arg) {}
BranchByDyeColor::~BranchByDyeColor() = default;
// FIXME: implement
int BranchByDyeColor::doQuery() {
return -1;
}
void BranchByDyeColor::loadParams(const evfl::QueryArg& arg) {}
void BranchByDyeColor::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class BranchByDyeColor : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(BranchByDyeColor, Query)
public:
explicit BranchByDyeColor(const InitArg& arg);
~BranchByDyeColor() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryBranchByGameOver.h"
#include <evfl/query.h>
namespace uking::query {
BranchByGameOver::BranchByGameOver(const InitArg& arg) : ksys::act::ai::Query(arg) {}
BranchByGameOver::~BranchByGameOver() = default;
// FIXME: implement
int BranchByGameOver::doQuery() {
return -1;
}
void BranchByGameOver::loadParams(const evfl::QueryArg& arg) {}
void BranchByGameOver::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class BranchByGameOver : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(BranchByGameOver, Query)
public:
explicit BranchByGameOver(const InitArg& arg);
~BranchByGameOver() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCanCreateMakeItemList.h"
#include <evfl/query.h>
namespace uking::query {
CanCreateMakeItemList::CanCreateMakeItemList(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CanCreateMakeItemList::~CanCreateMakeItemList() = default;
// FIXME: implement
int CanCreateMakeItemList::doQuery() {
return -1;
}
void CanCreateMakeItemList::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "ShopType");
loadBool(arg.param_accessor, "IncludePorchMainMat");
loadBool(arg.param_accessor, "IncludePorchSubMat");
}
void CanCreateMakeItemList::loadParams() {
getDynamicParam(&mShopType, "ShopType");
getDynamicParam(&mIncludePorchMainMat, "IncludePorchMainMat");
getDynamicParam(&mIncludePorchSubMat, "IncludePorchSubMat");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CanCreateMakeItemList : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CanCreateMakeItemList, Query)
public:
explicit CanCreateMakeItemList(const InitArg& arg);
~CanCreateMakeItemList() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mShopType{};
bool* mIncludePorchMainMat{};
bool* mIncludePorchSubMat{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCanMarkMapPin.h"
#include <evfl/query.h>
namespace uking::query {
CanMarkMapPin::CanMarkMapPin(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CanMarkMapPin::~CanMarkMapPin() = default;
// FIXME: implement
int CanMarkMapPin::doQuery() {
return -1;
}
void CanMarkMapPin::loadParams(const evfl::QueryArg& arg) {}
void CanMarkMapPin::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CanMarkMapPin : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CanMarkMapPin, Query)
public:
explicit CanMarkMapPin(const InitArg& arg);
~CanMarkMapPin() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheck100EnemyActiveTiming.h"
#include <evfl/query.h>
namespace uking::query {
Check100EnemyActiveTiming::Check100EnemyActiveTiming(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
Check100EnemyActiveTiming::~Check100EnemyActiveTiming() = default;
// FIXME: implement
int Check100EnemyActiveTiming::doQuery() {
return -1;
}
void Check100EnemyActiveTiming::loadParams(const evfl::QueryArg& arg) {}
void Check100EnemyActiveTiming::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class Check100EnemyActiveTiming : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(Check100EnemyActiveTiming, Query)
public:
explicit Check100EnemyActiveTiming(const InitArg& arg);
~Check100EnemyActiveTiming() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckActorAction.h"
#include <evfl/query.h>
namespace uking::query {
CheckActorAction::CheckActorAction(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckActorAction::~CheckActorAction() = default;
// FIXME: implement
int CheckActorAction::doQuery() {
return -1;
}
void CheckActorAction::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "ActionName");
}
void CheckActorAction::loadParams() {
getDynamicParam(&mActionName, "ActionName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckActorAction : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckActorAction, Query)
public:
explicit CheckActorAction(const InitArg& arg);
~CheckActorAction() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
sead::SafeString mActionName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckActorAction13.h"
#include <evfl/query.h>
namespace uking::query {
CheckActorAction13::CheckActorAction13(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckActorAction13::~CheckActorAction13() = default;
// FIXME: implement
int CheckActorAction13::doQuery() {
return -1;
}
void CheckActorAction13::loadParams(const evfl::QueryArg& arg) {}
void CheckActorAction13::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckActorAction13 : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckActorAction13, Query)
public:
explicit CheckActorAction13(const InitArg& arg);
~CheckActorAction13() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckActorAction14_2.h"
#include <evfl/query.h>
namespace uking::query {
CheckActorAction14_2::CheckActorAction14_2(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckActorAction14_2::~CheckActorAction14_2() = default;
// FIXME: implement
int CheckActorAction14_2::doQuery() {
return -1;
}
void CheckActorAction14_2::loadParams(const evfl::QueryArg& arg) {}
void CheckActorAction14_2::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckActorAction14_2 : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckActorAction14_2, Query)
public:
explicit CheckActorAction14_2(const InitArg& arg);
~CheckActorAction14_2() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckAddPorchItem.h"
#include <evfl/query.h>
namespace uking::query {
CheckAddPorchItem::CheckAddPorchItem(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckAddPorchItem::~CheckAddPorchItem() = default;
// FIXME: implement
int CheckAddPorchItem::doQuery() {
return -1;
}
void CheckAddPorchItem::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Count");
loadString(arg.param_accessor, "PorchItemName");
}
void CheckAddPorchItem::loadParams() {
getDynamicParam(&mCount, "Count");
getDynamicParam(&mPorchItemName, "PorchItemName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckAddPorchItem : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckAddPorchItem, Query)
public:
explicit CheckAddPorchItem(const InitArg& arg);
~CheckAddPorchItem() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mCount{};
sead::SafeString mPorchItemName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckAppPoint.h"
#include <evfl/query.h>
namespace uking::query {
CheckAppPoint::CheckAppPoint(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckAppPoint::~CheckAppPoint() = default;
// FIXME: implement
int CheckAppPoint::doQuery() {
return -1;
}
void CheckAppPoint::loadParams(const evfl::QueryArg& arg) {}
void CheckAppPoint::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckAppPoint : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckAppPoint, Query)
public:
explicit CheckAppPoint(const InitArg& arg);
~CheckAppPoint() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckAppShopSelect.h"
#include <evfl/query.h>
namespace uking::query {
CheckAppShopSelect::CheckAppShopSelect(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckAppShopSelect::~CheckAppShopSelect() = default;
// FIXME: implement
int CheckAppShopSelect::doQuery() {
return -1;
}
void CheckAppShopSelect::loadParams(const evfl::QueryArg& arg) {}
void CheckAppShopSelect::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckAppShopSelect : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckAppShopSelect, Query)
public:
explicit CheckAppShopSelect(const InitArg& arg);
~CheckAppShopSelect() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckAreaTransition.h"
#include <evfl/query.h>
namespace uking::query {
CheckAreaTransition::CheckAreaTransition(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckAreaTransition::~CheckAreaTransition() = default;
// FIXME: implement
int CheckAreaTransition::doQuery() {
return -1;
}
void CheckAreaTransition::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "CurrentAreaNo");
loadInt(arg.param_accessor, "PostAreaNo");
}
void CheckAreaTransition::loadParams() {
getStaticParam(&mCheckDistFront, "CheckDistFront");
getDynamicParam(&mCurrentAreaNo, "CurrentAreaNo");
getDynamicParam(&mPostAreaNo, "PostAreaNo");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckAreaTransition : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckAreaTransition, Query)
public:
explicit CheckAreaTransition(const InitArg& arg);
~CheckAreaTransition() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
const float* mCheckDistFront{};
int* mCurrentAreaNo{};
int* mPostAreaNo{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckBalladOfHeroActiveTiming.h"
#include <evfl/query.h>
namespace uking::query {
CheckBalladOfHeroActiveTiming::CheckBalladOfHeroActiveTiming(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckBalladOfHeroActiveTiming::~CheckBalladOfHeroActiveTiming() = default;
// FIXME: implement
int CheckBalladOfHeroActiveTiming::doQuery() {
return -1;
}
void CheckBalladOfHeroActiveTiming::loadParams(const evfl::QueryArg& arg) {}
void CheckBalladOfHeroActiveTiming::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckBalladOfHeroActiveTiming : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckBalladOfHeroActiveTiming, Query)
public:
explicit CheckBalladOfHeroActiveTiming(const InitArg& arg);
~CheckBalladOfHeroActiveTiming() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckContainerItem.h"
#include <evfl/query.h>
namespace uking::query {
CheckContainerItem::CheckContainerItem(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckContainerItem::~CheckContainerItem() = default;
// FIXME: implement
int CheckContainerItem::doQuery() {
return -1;
}
void CheckContainerItem::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "PorchItemName");
}
void CheckContainerItem::loadParams() {
getDynamicParam(&mPorchItemName, "PorchItemName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckContainerItem : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckContainerItem, Query)
public:
explicit CheckContainerItem(const InitArg& arg);
~CheckContainerItem() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
sead::SafeString mPorchItemName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckCookResultStatus.h"
#include <evfl/query.h>
namespace uking::query {
CheckCookResultStatus::CheckCookResultStatus(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckCookResultStatus::~CheckCookResultStatus() = default;
// FIXME: implement
int CheckCookResultStatus::doQuery() {
return -1;
}
void CheckCookResultStatus::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "CheckType");
}
void CheckCookResultStatus::loadParams() {
getDynamicParam(&mCheckType, "CheckType");
getAITreeVariable(&mCurrentCookResultHolder, "CurrentCookResultHolder");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckCookResultStatus : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckCookResultStatus, Query)
public:
explicit CheckCookResultStatus(const InitArg& arg);
~CheckCookResultStatus() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mCheckType{};
void* mCurrentCookResultHolder{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckCurrentMap.h"
#include <evfl/query.h>
namespace uking::query {
CheckCurrentMap::CheckCurrentMap(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckCurrentMap::~CheckCurrentMap() = default;
// FIXME: implement
int CheckCurrentMap::doQuery() {
return -1;
}
void CheckCurrentMap::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "MapName");
}
void CheckCurrentMap::loadParams() {
getDynamicParam(&mMapName, "MapName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckCurrentMap : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckCurrentMap, Query)
public:
explicit CheckCurrentMap(const InitArg& arg);
~CheckCurrentMap() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
sead::SafeString mMapName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckCurseRRetryEverOnce.h"
#include <evfl/query.h>
namespace uking::query {
CheckCurseRRetryEverOnce::CheckCurseRRetryEverOnce(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckCurseRRetryEverOnce::~CheckCurseRRetryEverOnce() = default;
// FIXME: implement
int CheckCurseRRetryEverOnce::doQuery() {
return -1;
}
void CheckCurseRRetryEverOnce::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "CurseRType");
}
void CheckCurseRRetryEverOnce::loadParams() {
getDynamicParam(&mCurseRType, "CurseRType");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckCurseRRetryEverOnce : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckCurseRRetryEverOnce, Query)
public:
explicit CheckCurseRRetryEverOnce(const InitArg& arg);
~CheckCurseRRetryEverOnce() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mCurseRType{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckDeadHorseResistered.h"
#include <evfl/query.h>
namespace uking::query {
CheckDeadHorseResistered::CheckDeadHorseResistered(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckDeadHorseResistered::~CheckDeadHorseResistered() = default;
// FIXME: implement
int CheckDeadHorseResistered::doQuery() {
return -1;
}
void CheckDeadHorseResistered::loadParams(const evfl::QueryArg& arg) {}
void CheckDeadHorseResistered::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckDeadHorseResistered : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckDeadHorseResistered, Query)
public:
explicit CheckDeadHorseResistered(const InitArg& arg);
~CheckDeadHorseResistered() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckDeadlyQuestEscapeTiming.h"
#include <evfl/query.h>
namespace uking::query {
CheckDeadlyQuestEscapeTiming::CheckDeadlyQuestEscapeTiming(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckDeadlyQuestEscapeTiming::~CheckDeadlyQuestEscapeTiming() = default;
// FIXME: implement
int CheckDeadlyQuestEscapeTiming::doQuery() {
return -1;
}
void CheckDeadlyQuestEscapeTiming::loadParams(const evfl::QueryArg& arg) {}
void CheckDeadlyQuestEscapeTiming::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckDeadlyQuestEscapeTiming : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckDeadlyQuestEscapeTiming, Query)
public:
explicit CheckDeadlyQuestEscapeTiming(const InitArg& arg);
~CheckDeadlyQuestEscapeTiming() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckDieCnt.h"
#include <evfl/query.h>
namespace uking::query {
CheckDieCnt::CheckDieCnt(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckDieCnt::~CheckDieCnt() = default;
// FIXME: implement
int CheckDieCnt::doQuery() {
return -1;
}
void CheckDieCnt::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Count");
loadString(arg.param_accessor, "ActorName");
}
void CheckDieCnt::loadParams() {
getDynamicParam(&mCount, "Count");
getDynamicParam(&mActorName, "ActorName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckDieCnt : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckDieCnt, Query)
public:
explicit CheckDieCnt(const InitArg& arg);
~CheckDieCnt() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mCount{};
sead::SafeString mActorName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckDistanceForWarp.h"
#include <evfl/query.h>
namespace uking::query {
CheckDistanceForWarp::CheckDistanceForWarp(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckDistanceForWarp::~CheckDistanceForWarp() = default;
// FIXME: implement
int CheckDistanceForWarp::doQuery() {
return -1;
}
void CheckDistanceForWarp::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "WarpDestMapName");
loadString(arg.param_accessor, "WarpDestPosName");
}
void CheckDistanceForWarp::loadParams() {
getDynamicParam(&mWarpDestMapName, "WarpDestMapName");
getDynamicParam(&mWarpDestPosName, "WarpDestPosName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckDistanceForWarp : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckDistanceForWarp, Query)
public:
explicit CheckDistanceForWarp(const InitArg& arg);
~CheckDistanceForWarp() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
sead::SafeString mWarpDestMapName{};
sead::SafeString mWarpDestPosName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckDistanceFromPlayer.h"
#include <evfl/query.h>
namespace uking::query {
CheckDistanceFromPlayer::CheckDistanceFromPlayer(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckDistanceFromPlayer::~CheckDistanceFromPlayer() = default;
// FIXME: implement
int CheckDistanceFromPlayer::doQuery() {
return -1;
}
void CheckDistanceFromPlayer::loadParams(const evfl::QueryArg& arg) {
loadFloat(arg.param_accessor, "Border");
}
void CheckDistanceFromPlayer::loadParams() {
getDynamicParam(&mBorder, "Border");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckDistanceFromPlayer : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckDistanceFromPlayer, Query)
public:
explicit CheckDistanceFromPlayer(const InitArg& arg);
~CheckDistanceFromPlayer() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
float* mBorder{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckDownloadItemNum.h"
#include <evfl/query.h>
namespace uking::query {
CheckDownloadItemNum::CheckDownloadItemNum(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckDownloadItemNum::~CheckDownloadItemNum() = default;
// FIXME: implement
int CheckDownloadItemNum::doQuery() {
return -1;
}
void CheckDownloadItemNum::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "CheckNum");
loadBool(arg.param_accessor, "IsUnityCheckBomb");
}
void CheckDownloadItemNum::loadParams() {
getDynamicParam(&mCheckNum, "CheckNum");
getDynamicParam(&mIsUnityCheckBomb, "IsUnityCheckBomb");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckDownloadItemNum : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckDownloadItemNum, Query)
public:
explicit CheckDownloadItemNum(const InitArg& arg);
~CheckDownloadItemNum() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mCheckNum{};
bool* mIsUnityCheckBomb{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckDuringBloodyMoon.h"
#include <evfl/query.h>
namespace uking::query {
CheckDuringBloodyMoon::CheckDuringBloodyMoon(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckDuringBloodyMoon::~CheckDuringBloodyMoon() = default;
// FIXME: implement
int CheckDuringBloodyMoon::doQuery() {
return -1;
}
void CheckDuringBloodyMoon::loadParams(const evfl::QueryArg& arg) {}
void CheckDuringBloodyMoon::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckDuringBloodyMoon : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckDuringBloodyMoon, Query)
public:
explicit CheckDuringBloodyMoon(const InitArg& arg);
~CheckDuringBloodyMoon() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckDyeShopSelect.h"
#include <evfl/query.h>
namespace uking::query {
CheckDyeShopSelect::CheckDyeShopSelect(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckDyeShopSelect::~CheckDyeShopSelect() = default;
// FIXME: implement
int CheckDyeShopSelect::doQuery() {
return -1;
}
void CheckDyeShopSelect::loadParams(const evfl::QueryArg& arg) {}
void CheckDyeShopSelect::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckDyeShopSelect : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckDyeShopSelect, Query)
public:
explicit CheckDyeShopSelect(const InitArg& arg);
~CheckDyeShopSelect() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckE3Mode.h"
#include <evfl/query.h>
namespace uking::query {
CheckE3Mode::CheckE3Mode(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckE3Mode::~CheckE3Mode() = default;
// FIXME: implement
int CheckE3Mode::doQuery() {
return -1;
}
void CheckE3Mode::loadParams(const evfl::QueryArg& arg) {}
void CheckE3Mode::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckE3Mode : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckE3Mode, Query)
public:
explicit CheckE3Mode(const InitArg& arg);
~CheckE3Mode() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckEatActor.h"
#include <evfl/query.h>
namespace uking::query {
CheckEatActor::CheckEatActor(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckEatActor::~CheckEatActor() = default;
// FIXME: implement
int CheckEatActor::doQuery() {
return -1;
}
void CheckEatActor::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "ActorName");
}
void CheckEatActor::loadParams() {
getDynamicParam(&mActorName, "ActorName");
getAITreeVariable(&mPrevEatActorName, "PrevEatActorName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckEatActor : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckEatActor, Query)
public:
explicit CheckEatActor(const InitArg& arg);
~CheckEatActor() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
sead::SafeString mActorName{};
sead::SafeString* mPrevEatActorName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckElapsedTimeOfMiniGame.h"
#include <evfl/query.h>
namespace uking::query {
CheckElapsedTimeOfMiniGame::CheckElapsedTimeOfMiniGame(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckElapsedTimeOfMiniGame::~CheckElapsedTimeOfMiniGame() = default;
// FIXME: implement
int CheckElapsedTimeOfMiniGame::doQuery() {
return -1;
}
void CheckElapsedTimeOfMiniGame::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Threshold");
}
void CheckElapsedTimeOfMiniGame::loadParams() {
getDynamicParam(&mThreshold, "Threshold");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckElapsedTimeOfMiniGame : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckElapsedTimeOfMiniGame, Query)
public:
explicit CheckElapsedTimeOfMiniGame(const InitArg& arg);
~CheckElapsedTimeOfMiniGame() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mThreshold{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckEquipArmorSeriesType.h"
#include <evfl/query.h>
namespace uking::query {
CheckEquipArmorSeriesType::CheckEquipArmorSeriesType(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckEquipArmorSeriesType::~CheckEquipArmorSeriesType() = default;
// FIXME: implement
int CheckEquipArmorSeriesType::doQuery() {
return -1;
}
void CheckEquipArmorSeriesType::loadParams(const evfl::QueryArg& arg) {
loadBool(arg.param_accessor, "CheckHead");
loadBool(arg.param_accessor, "CheckUpper");
loadBool(arg.param_accessor, "CheckLower");
loadString(arg.param_accessor, "CheckType");
}
void CheckEquipArmorSeriesType::loadParams() {
getDynamicParam(&mCheckHead, "CheckHead");
getDynamicParam(&mCheckUpper, "CheckUpper");
getDynamicParam(&mCheckLower, "CheckLower");
getDynamicParam(&mCheckType, "CheckType");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckEquipArmorSeriesType : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckEquipArmorSeriesType, Query)
public:
explicit CheckEquipArmorSeriesType(const InitArg& arg);
~CheckEquipArmorSeriesType() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
bool* mCheckHead{};
bool* mCheckUpper{};
bool* mCheckLower{};
sead::SafeString mCheckType{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckEquipItemType.h"
#include <evfl/query.h>
namespace uking::query {
CheckEquipItemType::CheckEquipItemType(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckEquipItemType::~CheckEquipItemType() = default;
// FIXME: implement
int CheckEquipItemType::doQuery() {
return -1;
}
void CheckEquipItemType::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "CheckTargetActorName");
}
void CheckEquipItemType::loadParams() {
getDynamicParam(&mCheckTargetActorName, "CheckTargetActorName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckEquipItemType : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckEquipItemType, Query)
public:
explicit CheckEquipItemType(const InitArg& arg);
~CheckEquipItemType() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
sead::SafeString mCheckTargetActorName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckEquipment.h"
#include <evfl/query.h>
namespace uking::query {
CheckEquipment::CheckEquipment(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckEquipment::~CheckEquipment() = default;
// FIXME: implement
int CheckEquipment::doQuery() {
return -1;
}
void CheckEquipment::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "EquipItemName");
}
void CheckEquipment::loadParams() {
getDynamicParam(&mEquipItemName, "EquipItemName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckEquipment : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckEquipment, Query)
public:
explicit CheckEquipment(const InitArg& arg);
~CheckEquipment() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
sead::SafeString mEquipItemName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckEventCancel.h"
#include <evfl/query.h>
namespace uking::query {
CheckEventCancel::CheckEventCancel(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckEventCancel::~CheckEventCancel() = default;
// FIXME: implement
int CheckEventCancel::doQuery() {
return -1;
}
void CheckEventCancel::loadParams(const evfl::QueryArg& arg) {}
void CheckEventCancel::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckEventCancel : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckEventCancel, Query)
public:
explicit CheckEventCancel(const InitArg& arg);
~CheckEventCancel() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckExistActor.h"
#include <evfl/query.h>
namespace uking::query {
CheckExistActor::CheckExistActor(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckExistActor::~CheckExistActor() = default;
// FIXME: implement
int CheckExistActor::doQuery() {
return -1;
}
void CheckExistActor::loadParams(const evfl::QueryArg& arg) {
loadBool(arg.param_accessor, "IsCheckEquipStand");
loadBool(arg.param_accessor, "IsCheckLife");
loadString(arg.param_accessor, "ActorName");
}
void CheckExistActor::loadParams() {
getDynamicParam(&mIsCheckEquipStand, "IsCheckEquipStand");
getDynamicParam(&mIsCheckLife, "IsCheckLife");
getDynamicParam(&mActorName, "ActorName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckExistActor : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckExistActor, Query)
public:
explicit CheckExistActor(const InitArg& arg);
~CheckExistActor() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
bool* mIsCheckEquipStand{};
bool* mIsCheckLife{};
sead::SafeString mActorName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckExistArrow.h"
#include <evfl/query.h>
namespace uking::query {
CheckExistArrow::CheckExistArrow(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckExistArrow::~CheckExistArrow() = default;
// FIXME: implement
int CheckExistArrow::doQuery() {
return -1;
}
void CheckExistArrow::loadParams(const evfl::QueryArg& arg) {}
void CheckExistArrow::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckExistArrow : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckExistArrow, Query)
public:
explicit CheckExistArrow(const InitArg& arg);
~CheckExistArrow() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckExtraEnergyOfPlayer.h"
#include <evfl/query.h>
namespace uking::query {
CheckExtraEnergyOfPlayer::CheckExtraEnergyOfPlayer(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckExtraEnergyOfPlayer::~CheckExtraEnergyOfPlayer() = default;
// FIXME: implement
int CheckExtraEnergyOfPlayer::doQuery() {
return -1;
}
void CheckExtraEnergyOfPlayer::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Threshold");
}
void CheckExtraEnergyOfPlayer::loadParams() {
getDynamicParam(&mThreshold, "Threshold");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckExtraEnergyOfPlayer : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckExtraEnergyOfPlayer, Query)
public:
explicit CheckExtraEnergyOfPlayer(const InitArg& arg);
~CheckExtraEnergyOfPlayer() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mThreshold{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckExtraLifeOfPlayer.h"
#include <evfl/query.h>
namespace uking::query {
CheckExtraLifeOfPlayer::CheckExtraLifeOfPlayer(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckExtraLifeOfPlayer::~CheckExtraLifeOfPlayer() = default;
// FIXME: implement
int CheckExtraLifeOfPlayer::doQuery() {
return -1;
}
void CheckExtraLifeOfPlayer::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Threshold");
}
void CheckExtraLifeOfPlayer::loadParams() {
getDynamicParam(&mThreshold, "Threshold");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckExtraLifeOfPlayer : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckExtraLifeOfPlayer, Query)
public:
explicit CheckExtraLifeOfPlayer(const InitArg& arg);
~CheckExtraLifeOfPlayer() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mThreshold{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckFadeState.h"
#include <evfl/query.h>
namespace uking::query {
CheckFadeState::CheckFadeState(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckFadeState::~CheckFadeState() = default;
// FIXME: implement
int CheckFadeState::doQuery() {
return -1;
}
void CheckFadeState::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "FadeType");
loadInt(arg.param_accessor, "State");
}
void CheckFadeState::loadParams() {
getDynamicParam(&mFadeType, "FadeType");
getDynamicParam(&mState, "State");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckFadeState : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckFadeState, Query)
public:
explicit CheckFadeState(const InitArg& arg);
~CheckFadeState() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mFadeType{};
int* mState{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckFame.h"
#include <evfl/query.h>
namespace uking::query {
CheckFame::CheckFame(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckFame::~CheckFame() = default;
// FIXME: implement
int CheckFame::doQuery() {
return -1;
}
void CheckFame::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Value");
}
void CheckFame::loadParams() {
getDynamicParam(&mValue, "Value");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckFame : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckFame, Query)
public:
explicit CheckFame(const InitArg& arg);
~CheckFame() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mValue{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckFlag.h"
#include <evfl/query.h>
namespace uking::query {
CheckFlag::CheckFlag(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckFlag::~CheckFlag() = default;
// FIXME: implement
int CheckFlag::doQuery() {
return -1;
}
void CheckFlag::loadParams(const evfl::QueryArg& arg) {
loadString(arg.param_accessor, "FlagName");
}
void CheckFlag::loadParams() {
getDynamicParam(&mFlagName, "FlagName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckFlag : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckFlag, Query)
public:
explicit CheckFlag(const InitArg& arg);
~CheckFlag() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
sead::SafeString mFlagName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckGameDataFloat.h"
#include <evfl/query.h>
namespace uking::query {
CheckGameDataFloat::CheckGameDataFloat(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckGameDataFloat::~CheckGameDataFloat() = default;
// FIXME: implement
int CheckGameDataFloat::doQuery() {
return -1;
}
void CheckGameDataFloat::loadParams(const evfl::QueryArg& arg) {
loadFloat(arg.param_accessor, "Value");
loadString(arg.param_accessor, "GameDataFloatName");
loadString(arg.param_accessor, "Operator");
}
void CheckGameDataFloat::loadParams() {
getDynamicParam(&mValue, "Value");
getDynamicParam(&mGameDataFloatName, "GameDataFloatName");
getDynamicParam(&mOperator, "Operator");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckGameDataFloat : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckGameDataFloat, Query)
public:
explicit CheckGameDataFloat(const InitArg& arg);
~CheckGameDataFloat() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
float* mValue{};
sead::SafeString mGameDataFloatName{};
sead::SafeString mOperator{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckGameDataInt.h"
#include <evfl/query.h>
namespace uking::query {
CheckGameDataInt::CheckGameDataInt(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckGameDataInt::~CheckGameDataInt() = default;
// FIXME: implement
int CheckGameDataInt::doQuery() {
return -1;
}
void CheckGameDataInt::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Value");
loadString(arg.param_accessor, "GameDataIntName");
loadString(arg.param_accessor, "Operator");
}
void CheckGameDataInt::loadParams() {
getDynamicParam(&mValue, "Value");
getDynamicParam(&mGameDataIntName, "GameDataIntName");
getDynamicParam(&mOperator, "Operator");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckGameDataInt : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckGameDataInt, Query)
public:
explicit CheckGameDataInt(const InitArg& arg);
~CheckGameDataInt() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
int* mValue{};
sead::SafeString mGameDataIntName{};
sead::SafeString mOperator{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckGetDemoTypeFromArg.h"
#include <evfl/query.h>
namespace uking::query {
CheckGetDemoTypeFromArg::CheckGetDemoTypeFromArg(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckGetDemoTypeFromArg::~CheckGetDemoTypeFromArg() = default;
// FIXME: implement
int CheckGetDemoTypeFromArg::doQuery() {
return -1;
}
void CheckGetDemoTypeFromArg::loadParams(const evfl::QueryArg& arg) {
loadBool(arg.param_accessor, "UseLastTryGetItemName");
loadString(arg.param_accessor, "CheckTargetActorName");
}
void CheckGetDemoTypeFromArg::loadParams() {
getDynamicParam(&mUseLastTryGetItemName, "UseLastTryGetItemName");
getDynamicParam(&mCheckTargetActorName, "CheckTargetActorName");
}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckGetDemoTypeFromArg : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckGetDemoTypeFromArg, Query)
public:
explicit CheckGetDemoTypeFromArg(const InitArg& arg);
~CheckGetDemoTypeFromArg() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
protected:
bool* mUseLastTryGetItemName{};
sead::SafeString mCheckTargetActorName{};
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckGiveReward.h"
#include <evfl/query.h>
namespace uking::query {
CheckGiveReward::CheckGiveReward(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckGiveReward::~CheckGiveReward() = default;
// FIXME: implement
int CheckGiveReward::doQuery() {
return -1;
}
void CheckGiveReward::loadParams(const evfl::QueryArg& arg) {}
void CheckGiveReward::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckGiveReward : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckGiveReward, Query)
public:
explicit CheckGiveReward(const InitArg& arg);
~CheckGiveReward() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckHasManifactureArmor.h"
#include <evfl/query.h>
namespace uking::query {
CheckHasManifactureArmor::CheckHasManifactureArmor(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckHasManifactureArmor::~CheckHasManifactureArmor() = default;
// FIXME: implement
int CheckHasManifactureArmor::doQuery() {
return -1;
}
void CheckHasManifactureArmor::loadParams(const evfl::QueryArg& arg) {}
void CheckHasManifactureArmor::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckHasManifactureArmor : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckHasManifactureArmor, Query)
public:
explicit CheckHasManifactureArmor(const InitArg& arg);
~CheckHasManifactureArmor() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckHorseCustomizeSelect.h"
#include <evfl/query.h>
namespace uking::query {
CheckHorseCustomizeSelect::CheckHorseCustomizeSelect(const InitArg& arg)
: ksys::act::ai::Query(arg) {}
CheckHorseCustomizeSelect::~CheckHorseCustomizeSelect() = default;
// FIXME: implement
int CheckHorseCustomizeSelect::doQuery() {
return -1;
}
void CheckHorseCustomizeSelect::loadParams(const evfl::QueryArg& arg) {}
void CheckHorseCustomizeSelect::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckHorseCustomizeSelect : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckHorseCustomizeSelect, Query)
public:
explicit CheckHorseCustomizeSelect(const InitArg& arg);
~CheckHorseCustomizeSelect() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckHorseDeadCause.h"
#include <evfl/query.h>
namespace uking::query {
CheckHorseDeadCause::CheckHorseDeadCause(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckHorseDeadCause::~CheckHorseDeadCause() = default;
// FIXME: implement
int CheckHorseDeadCause::doQuery() {
return -1;
}
void CheckHorseDeadCause::loadParams(const evfl::QueryArg& arg) {}
void CheckHorseDeadCause::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckHorseDeadCause : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckHorseDeadCause, Query)
public:
explicit CheckHorseDeadCause(const InitArg& arg);
~CheckHorseDeadCause() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckHorseRegistered.h"
#include <evfl/query.h>
namespace uking::query {
CheckHorseRegistered::CheckHorseRegistered(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckHorseRegistered::~CheckHorseRegistered() = default;
// FIXME: implement
int CheckHorseRegistered::doQuery() {
return -1;
}
void CheckHorseRegistered::loadParams(const evfl::QueryArg& arg) {}
void CheckHorseRegistered::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckHorseRegistered : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckHorseRegistered, Query)
public:
explicit CheckHorseRegistered(const InitArg& arg);
~CheckHorseRegistered() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckHorseTakenOut.h"
#include <evfl/query.h>
namespace uking::query {
CheckHorseTakenOut::CheckHorseTakenOut(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckHorseTakenOut::~CheckHorseTakenOut() = default;
// FIXME: implement
int CheckHorseTakenOut::doQuery() {
return -1;
}
void CheckHorseTakenOut::loadParams(const evfl::QueryArg& arg) {}
void CheckHorseTakenOut::loadParams() {}
} // namespace uking::query

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#pragma once
#include "KingSystem/ActorSystem/actAiQuery.h"
namespace uking::query {
class CheckHorseTakenOut : public ksys::act::ai::Query {
SEAD_RTTI_OVERRIDE(CheckHorseTakenOut, Query)
public:
explicit CheckHorseTakenOut(const InitArg& arg);
~CheckHorseTakenOut() override;
int doQuery() override;
void loadParams() override;
void loadParams(const evfl::QueryArg& arg) override;
};
} // namespace uking::query

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#include "Game/AI/Query/queryCheckIsOpenItemCategory.h"
#include <evfl/query.h>
namespace uking::query {
CheckIsOpenItemCategory::CheckIsOpenItemCategory(const InitArg& arg) : ksys::act::ai::Query(arg) {}
CheckIsOpenItemCategory::~CheckIsOpenItemCategory() = default;
// FIXME: implement
int CheckIsOpenItemCategory::doQuery() {
return -1;
}
void CheckIsOpenItemCategory::loadParams(const evfl::QueryArg& arg) {
loadInt(arg.param_accessor, "Category");
}
void CheckIsOpenItemCategory::loadParams() {
getDynamicParam(&mCategory, "Category");
}
} // namespace uking::query

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