#include "Game/AI/Action/actionFollowIgniteToBonePos.h" namespace uking::action { FollowIgniteToBonePos::FollowIgniteToBonePos(const InitArg& arg) : RotateTurnToTarget(arg) {} FollowIgniteToBonePos::~FollowIgniteToBonePos() = default; bool FollowIgniteToBonePos::init_(sead::Heap* heap) { return RotateTurnToTarget::init_(heap); } void FollowIgniteToBonePos::enter_(ksys::act::ai::InlineParamPack* params) { RotateTurnToTarget::enter_(params); } void FollowIgniteToBonePos::leave_() { RotateTurnToTarget::leave_(); } void FollowIgniteToBonePos::loadParams_() { RotateTurnToTarget::loadParams_(); getStaticParam(&mLocalOffSetX_s, "LocalOffSetX"); getStaticParam(&mLocalOffSetY_s, "LocalOffSetY"); getStaticParam(&mLocalOffSetZ_s, "LocalOffSetZ"); getStaticParam(&mIsIgnitePosYZero_s, "IsIgnitePosYZero"); getStaticParam(&mBoneName_s, "BoneName"); } void FollowIgniteToBonePos::calc_() { RotateTurnToTarget::calc_(); } } // namespace uking::action