#include "Game/AI/Action/actionCarried.h" namespace uking::action { Carried::Carried(const InitArg& arg) : ksys::act::ai::Action(arg) {} Carried::~Carried() = default; bool Carried::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void Carried::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void Carried::leave_() { ksys::act::ai::Action::leave_(); } void Carried::loadParams_() { getStaticParam(&mBindType_s, "BindType"); getStaticParam(&mFailDistance_s, "FailDistance"); getStaticParam(&mIsCreateItem_s, "IsCreateItem"); getStaticParam(&mIsRecoverCharCtrlAxis_s, "IsRecoverCharCtrlAxis"); getStaticParam(&mIsUseConstraint_s, "IsUseConstraint"); getStaticParam(&mIsOnBaseLink_s, "IsOnBaseLink"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mHoldOnXLinkKey_s, "HoldOnXLinkKey"); } void Carried::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action