#include "Game/AI/Action/actionKokkoMove.h" namespace uking::action { KokkoMove::KokkoMove(const InitArg& arg) : ksys::act::ai::Action(arg) {} KokkoMove::~KokkoMove() = default; bool KokkoMove::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void KokkoMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void KokkoMove::leave_() { ksys::act::ai::Action::leave_(); } void KokkoMove::loadParams_() { getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mAngularSpeed_s, "AngularSpeed"); getStaticParam(&mNavMeshGoalDistanceTolerance_s, "NavMeshGoalDistanceTolerance"); getStaticParam(&mIsIgnoreSameAS_s, "IsIgnoreSameAS"); getStaticParam(&mIsCancelRequestedPathFirst_s, "IsCancelRequestedPathFirst"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mAvoidPlayer_s, "AvoidPlayer"); getStaticParam(&mUseLocalSteering_s, "UseLocalSteering"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void KokkoMove::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action