#include "Game/AI/Action/actionDungeonRotateCont.h" namespace uking::action { DungeonRotateCont::DungeonRotateCont(const InitArg& arg) : DungeonRotateBase(arg) {} DungeonRotateCont::~DungeonRotateCont() = default; bool DungeonRotateCont::init_(sead::Heap* heap) { return DungeonRotateBase::init_(heap); } void DungeonRotateCont::enter_(ksys::act::ai::InlineParamPack* params) { DungeonRotateBase::enter_(params); } void DungeonRotateCont::leave_() { DungeonRotateBase::leave_(); } void DungeonRotateCont::loadParams_() { DungeonRotateBase::loadParams_(); getMapUnitParam(&mDgnRotDir_m, "DgnRotDir"); getMapUnitParam(&mTiltAngle_m, "TiltAngle"); getAITreeVariable(&mIsContinueRotateOrMove_a, "IsContinueRotateOrMove"); } void DungeonRotateCont::calc_() { DungeonRotateBase::calc_(); } } // namespace uking::action