#include "Game/AI/Action/actionJumpMainRigidBody.h" namespace uking::action { JumpMainRigidBody::JumpMainRigidBody(const InitArg& arg) : ksys::act::ai::Action(arg) {} JumpMainRigidBody::~JumpMainRigidBody() = default; bool JumpMainRigidBody::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void JumpMainRigidBody::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void JumpMainRigidBody::leave_() { ksys::act::ai::Action::leave_(); } void JumpMainRigidBody::loadParams_() { getStaticParam(&mPower_s, "Power"); getStaticParam(&mVibrateStopCheck_s, "VibrateStopCheck"); getStaticParam(&mVibrateCheckFrame_s, "VibrateCheckFrame"); getStaticParam(&mVibrateMemoryStep_s, "VibrateMemoryStep"); getStaticParam(&mIsRotJumpDir_s, "IsRotJumpDir"); getStaticParam(&mPostBoundReactionKeys_s, "PostBoundReactionKeys"); getStaticParam(&mJumpDir_s, "JumpDir"); getDynamicParam(&mTargetPos_d, "TargetPos"); getAITreeVariable(&mRefPosVibrateChecker_a, "RefPosVibrateChecker"); } void JumpMainRigidBody::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action