#include "Game/AI/Action/actionEnemyRigidBodySpinDie.h" namespace uking::action { EnemyRigidBodySpinDie::EnemyRigidBodySpinDie(const InitArg& arg) : EnemyRigidBodyDieBase(arg) {} EnemyRigidBodySpinDie::~EnemyRigidBodySpinDie() = default; bool EnemyRigidBodySpinDie::init_(sead::Heap* heap) { return EnemyRigidBodyDieBase::init_(heap); } void EnemyRigidBodySpinDie::enter_(ksys::act::ai::InlineParamPack* params) { EnemyRigidBodyDieBase::enter_(params); } void EnemyRigidBodySpinDie::leave_() { EnemyRigidBodyDieBase::leave_(); } void EnemyRigidBodySpinDie::loadParams_() { EnemyRigidBodyDieBase::loadParams_(); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRiseSpeed_s, "RiseSpeed"); getStaticParam(&mRotSpeed_s, "RotSpeed"); getStaticParam(&mIsFinishedByBgHit_s, "IsFinishedByBgHit"); getStaticParam(&mASName_s, "ASName"); } void EnemyRigidBodySpinDie::calc_() { EnemyRigidBodyDieBase::calc_(); } } // namespace uking::action