#include "Game/AI/Action/actionDungeonMoveReset.h" namespace uking::action { DungeonMoveReset::DungeonMoveReset(const InitArg& arg) : ksys::act::ai::Action(arg) {} DungeonMoveReset::~DungeonMoveReset() = default; bool DungeonMoveReset::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DungeonMoveReset::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DungeonMoveReset::leave_() { ksys::act::ai::Action::leave_(); } void DungeonMoveReset::loadParams_() { getStaticParam(&mAccel_s, "Accel"); getDynamicParam(&mDynMoveDis_d, "DynMoveDis"); getDynamicParam(&mDynMoveSpeed_d, "DynMoveSpeed"); getMapUnitParam(&mInitDgnPriority_m, "InitDgnPriority"); } void DungeonMoveReset::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action