#include "Game/AI/Action/actionHorseWaitAction.h" namespace uking::action { HorseWaitAction::HorseWaitAction(const InitArg& arg) : ksys::act::ai::Action(arg) {} HorseWaitAction::~HorseWaitAction() = default; bool HorseWaitAction::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void HorseWaitAction::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void HorseWaitAction::leave_() { ksys::act::ai::Action::leave_(); } void HorseWaitAction::loadParams_() { getStaticParam(&mUseGearType_s, "UseGearType"); getStaticParam(&mSmoothStopFrames_s, "SmoothStopFrames"); getStaticParam(&mSmoothStopFramesGear3_s, "SmoothStopFramesGear3"); getStaticParam(&mMinFramesGear1_s, "MinFramesGear1"); getStaticParam(&mIsCourbetteEnabled_s, "IsCourbetteEnabled"); getStaticParam(&mIsLight_s, "IsLight"); } void HorseWaitAction::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action