#include "Game/AI/Action/actionApplyHorizontalImpulse.h" namespace uking::action { ApplyHorizontalImpulse::ApplyHorizontalImpulse(const InitArg& arg) : ksys::act::ai::Action(arg) {} ApplyHorizontalImpulse::~ApplyHorizontalImpulse() = default; bool ApplyHorizontalImpulse::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ApplyHorizontalImpulse::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ApplyHorizontalImpulse::leave_() { ksys::act::ai::Action::leave_(); } void ApplyHorizontalImpulse::loadParams_() { getDynamicParam(&mDynVel_d, "DynVel"); getDynamicParam(&mDynAngVel_d, "DynAngVel"); getMapUnitParam(&mIsBreakable_m, "IsBreakable"); getMapUnitParam(&mEnableToEmitSpEffect_m, "EnableToEmitSpEffect"); } void ApplyHorizontalImpulse::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action