#include "Game/AI/Action/actionDungeonRotate2Target.h" namespace uking::action { DungeonRotate2Target::DungeonRotate2Target(const InitArg& arg) : DungeonRotateBase(arg) {} DungeonRotate2Target::~DungeonRotate2Target() = default; bool DungeonRotate2Target::init_(sead::Heap* heap) { return DungeonRotateBase::init_(heap); } void DungeonRotate2Target::enter_(ksys::act::ai::InlineParamPack* params) { DungeonRotateBase::enter_(params); } void DungeonRotate2Target::leave_() { DungeonRotateBase::leave_(); } void DungeonRotate2Target::loadParams_() { DungeonRotateBase::loadParams_(); getStaticParam(&mDgnRotDir_s, "DgnRotDir"); getStaticParam(&mRotSpAccel_s, "RotSpAccel"); getStaticParam(&mRotSpSlowDown_s, "RotSpSlowDown"); getStaticParam(&mRotSpSlowDownTh_s, "RotSpSlowDownTh"); getStaticParam(&mMinRotSp_s, "MinRotSp"); getStaticParam(&mRotReverseSlowDown_s, "RotReverseSlowDown"); getAITreeVariable(&mTargetRad_a, "TargetRad"); getAITreeVariable(&mTargetRadMax_a, "TargetRadMax"); getAITreeVariable(&mTargetRadMin_a, "TargetRadMin"); } void DungeonRotate2Target::calc_() { DungeonRotateBase::calc_(); } } // namespace uking::action