#include "Game/AI/Action/actionDragonFixPlacement.h" namespace uking::action { DragonFixPlacement::DragonFixPlacement(const InitArg& arg) : NullASPlay(arg) {} DragonFixPlacement::~DragonFixPlacement() = default; bool DragonFixPlacement::init_(sead::Heap* heap) { return NullASPlay::init_(heap); } void DragonFixPlacement::enter_(ksys::act::ai::InlineParamPack* params) { NullASPlay::enter_(params); } void DragonFixPlacement::leave_() { NullASPlay::leave_(); } void DragonFixPlacement::loadParams_() { NullASPlay::loadParams_(); getStaticParam(&mBlendStartFrame_s, "BlendStartFrame"); getStaticParam(&mHeadFixedModeTime_s, "HeadFixedModeTime"); getStaticParam(&mRailAdjustModeTime_s, "RailAdjustModeTime"); getStaticParam(&mCameraVibStartFrame_s, "CameraVibStartFrame"); getStaticParam(&mCameraVibLoop_s, "CameraVibLoop"); getStaticParam(&mBlendStartRate_s, "BlendStartRate"); getStaticParam(&mBlendTime_s, "BlendTime"); getStaticParam(&mCameraVibPower_s, "CameraVibPower"); getStaticParam(&mCameraVibRange_s, "CameraVibRange"); getStaticParam(&mRotate_s, "Rotate"); getStaticParam(&mPosition_s, "Position"); } void DragonFixPlacement::calc_() { NullASPlay::calc_(); } } // namespace uking::action