#include "Game/AI/Action/actionFlyingCharacterReaction.h" namespace uking::action { FlyingCharacterReaction::FlyingCharacterReaction(const InitArg& arg) : ksys::act::ai::Action(arg) {} FlyingCharacterReaction::~FlyingCharacterReaction() = default; bool FlyingCharacterReaction::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void FlyingCharacterReaction::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void FlyingCharacterReaction::leave_() { ksys::act::ai::Action::leave_(); } void FlyingCharacterReaction::loadParams_() { getStaticParam(&mPosReduceRatio_s, "PosReduceRatio"); getStaticParam(&mRotReduceRatio_s, "RotReduceRatio"); getStaticParam(&mIsControlRotation_s, "IsControlRotation"); getStaticParam(&mIsSetBackLastState_s, "IsSetBackLastState"); } void FlyingCharacterReaction::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action