#include "Game/AI/Action/actionForkTurn.h" namespace uking::action { ForkTurn::ForkTurn(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkTurn::~ForkTurn() = default; bool ForkTurn::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkTurn::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkTurn::leave_() { ksys::act::ai::Action::leave_(); } void ForkTurn::loadParams_() { getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mFinRotate_s, "FinRotate"); getStaticParam(&mPosReduceRatio_s, "PosReduceRatio"); getStaticParam(&mBaseRotRatio_s, "BaseRotRatio"); getStaticParam(&mRotAccRatio_s, "RotAccRatio"); getStaticParam(&mRotAccMaxSpeedRatio_s, "RotAccMaxSpeedRatio"); getStaticParam(&mIsUpdateTarget_s, "IsUpdateTarget"); getStaticParam(&mIsFollowGround_s, "IsFollowGround"); getStaticParam(&mIsRotEndFinish_s, "IsRotEndFinish"); getStaticParam(&mIsFinishForceStopRot_s, "IsFinishForceStopRot"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mIsUpFollow_s, "IsUpFollow"); } void ForkTurn::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action