#include "Game/AI/Action/actionDungeonRotateSymmetry.h" namespace uking::action { DungeonRotateSymmetry::DungeonRotateSymmetry(const InitArg& arg) : ksys::act::ai::Action(arg) {} DungeonRotateSymmetry::~DungeonRotateSymmetry() = default; bool DungeonRotateSymmetry::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DungeonRotateSymmetry::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DungeonRotateSymmetry::leave_() { ksys::act::ai::Action::leave_(); } void DungeonRotateSymmetry::loadParams_() { getMapUnitParam(&mInitDgnPriority_m, "InitDgnPriority"); getMapUnitParam(&mCameraPattern_m, "CameraPattern"); getMapUnitParam(&mRemainsPartType_m, "RemainsPartType"); getMapUnitParam(&mTiltAngle_m, "TiltAngle"); getMapUnitParam(&mTiltAngularSpeed_m, "TiltAngularSpeed"); getMapUnitParam(&mInitDgnRotRad_m, "InitDgnRotRad"); getMapUnitParam(&mCameraPower_m, "CameraPower"); getMapUnitParam(&mCameraRange_m, "CameraRange"); } void DungeonRotateSymmetry::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action