#include "Game/AI/Action/actionBowChildDeviceNormal.h" namespace uking::action { BowChildDeviceNormal::BowChildDeviceNormal(const InitArg& arg) : ksys::act::ai::Action(arg) {} BowChildDeviceNormal::~BowChildDeviceNormal() = default; bool BowChildDeviceNormal::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void BowChildDeviceNormal::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void BowChildDeviceNormal::leave_() { ksys::act::ai::Action::leave_(); } void BowChildDeviceNormal::loadParams_() { getStaticParam(&mMoveSpeed_s, "MoveSpeed"); getStaticParam(&mWaitTime_s, "WaitTime"); getStaticParam(&mAccelRate_s, "AccelRate"); getStaticParam(&mBrakeStartDist_s, "BrakeStartDist"); getStaticParam(&mVibrationSpeed_s, "VibrationSpeed"); getStaticParam(&mStopDist_s, "StopDist"); getStaticParam(&mVibrationLength_s, "VibrationLength"); getStaticParam(&mMoveTime_s, "MoveTime"); getStaticParam(&mIsMoveAccel_s, "IsMoveAccel"); getDynamicParam(&mID_d, "ID"); getDynamicParam(&mXRotateAngle_d, "XRotateAngle"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mParentActor_d, "ParentActor"); } void BowChildDeviceNormal::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action