#include "Game/AI/Action/actionDragonMoveTo.h" namespace uking::action { DragonMoveTo::DragonMoveTo(const InitArg& arg) : ksys::act::ai::Action(arg) {} DragonMoveTo::~DragonMoveTo() = default; bool DragonMoveTo::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DragonMoveTo::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DragonMoveTo::leave_() { ksys::act::ai::Action::leave_(); } void DragonMoveTo::loadParams_() { getStaticParam(&mRollMax_s, "RollMax"); getStaticParam(&mRollSpeed_s, "RollSpeed"); getStaticParam(&mRollMaxSpeed_s, "RollMaxSpeed"); getStaticParam(&mRollAmount_s, "RollAmount"); getStaticParam(&mRestoreUp_s, "RestoreUp"); getStaticParam(&mBackAdjustAngle_s, "BackAdjustAngle"); getStaticParam(&mBackAdjustRestoreUp_s, "BackAdjustRestoreUp"); getStaticParam(&mFixAngle_s, "FixAngle"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mFrontDir_d, "FrontDir"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void DragonMoveTo::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action