#include "Game/AI/Action/actionGiantOneHandActionWithLegTurn.h" namespace uking::action { GiantOneHandActionWithLegTurn::GiantOneHandActionWithLegTurn(const InitArg& arg) : GiantAttackWithAS(arg) {} GiantOneHandActionWithLegTurn::~GiantOneHandActionWithLegTurn() = default; bool GiantOneHandActionWithLegTurn::init_(sead::Heap* heap) { return GiantAttackWithAS::init_(heap); } void GiantOneHandActionWithLegTurn::enter_(ksys::act::ai::InlineParamPack* params) { GiantAttackWithAS::enter_(params); } void GiantOneHandActionWithLegTurn::leave_() { GiantAttackWithAS::leave_(); } void GiantOneHandActionWithLegTurn::loadParams_() { GiantAttackWithAS::loadParams_(); getStaticParam(&mTraceLRAngleMax_s, "TraceLRAngleMax"); getStaticParam(&mTraceLRAngleMin_s, "TraceLRAngleMin"); getStaticParam(&mTraceDistFar_s, "TraceDistFar"); getStaticParam(&mTraceDistNear_s, "TraceDistNear"); getStaticParam(&mShoulderBoneName_s, "ShoulderBoneName"); getStaticParam(&mRotOffsetMin_s, "RotOffsetMin"); getStaticParam(&mRotOffsetMax_s, "RotOffsetMax"); getStaticParam(&mBaseTargetPos_s, "BaseTargetPos"); } void GiantOneHandActionWithLegTurn::calc_() { GiantAttackWithAS::calc_(); } } // namespace uking::action