#include "Game/AI/Action/actionIgniteToTarget.h" namespace uking::action { IgniteToTarget::IgniteToTarget(const InitArg& arg) : OnetimeStopASPlay(arg) {} IgniteToTarget::~IgniteToTarget() = default; bool IgniteToTarget::init_(sead::Heap* heap) { return OnetimeStopASPlay::init_(heap); } void IgniteToTarget::enter_(ksys::act::ai::InlineParamPack* params) { OnetimeStopASPlay::enter_(params); } void IgniteToTarget::leave_() { OnetimeStopASPlay::leave_(); } void IgniteToTarget::loadParams_() { OnetimeStopASPlay::loadParams_(); getStaticParam(&mIgniteSpeed_s, "IgniteSpeed"); getStaticParam(&mMaxNoiseDist_s, "MaxNoiseDist"); getStaticParam(&mOffsetHeight_s, "OffsetHeight"); getStaticParam(&mIgniteOffset_s, "IgniteOffset"); getStaticParam(&mIgniteRotate_s, "IgniteRotate"); getStaticParam(&mIgniteRotSpeed_s, "IgniteRotSpeed"); getStaticParam(&mDirMinAngle_s, "DirMinAngle"); getStaticParam(&mDirMaxAngle_s, "DirMaxAngle"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mIgniteHandle_d, "IgniteHandle"); getStaticParam(&mBaseNode_s, "BaseNode"); } void IgniteToTarget::calc_() { OnetimeStopASPlay::calc_(); } } // namespace uking::action