#include "Game/AI/Action/actionLevelFlyMoveBase.h" namespace uking::action { LevelFlyMoveBase::LevelFlyMoveBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} LevelFlyMoveBase::~LevelFlyMoveBase() = default; bool LevelFlyMoveBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void LevelFlyMoveBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void LevelFlyMoveBase::leave_() { ksys::act::ai::Action::leave_(); } void LevelFlyMoveBase::loadParams_() { getStaticParam(&mXZSpeed_s, "XZSpeed"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mFinRotate_s, "FinRotate"); getStaticParam(&mHorizontalFinRadius_s, "HorizontalFinRadius"); getStaticParam(&mVerticalFinLength_s, "VerticalFinLength"); getStaticParam(&mTargetHeightOffset_s, "TargetHeightOffset"); getStaticParam(&mRotRatio_s, "RotRatio"); getStaticParam(&mRiseSpeed_s, "RiseSpeed"); getStaticParam(&mDownSpeed_s, "DownSpeed"); getStaticParam(&mCheckStopSpeed_s, "CheckStopSpeed"); getStaticParam(&mVibrateMemoryStep_s, "VibrateMemoryStep"); getStaticParam(&mVibrateCheckFrame_s, "VibrateCheckFrame"); getStaticParam(&mVibrateStopCheck_s, "VibrateStopCheck"); getStaticParam(&mIsOverRise_s, "IsOverRise"); getStaticParam(&mIsSlowDownNearGoal_s, "IsSlowDownNearGoal"); getDynamicParam(&mTargetPos_d, "TargetPos"); // FIXME: CALL sub_71006F3DF8 @ 0x71006f3df8 getAITreeVariable(&mRefPosVibrateChecker_a, "RefPosVibrateChecker"); } void LevelFlyMoveBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action