#include "Game/AI/Action/actionNPCTurnToPosition.h" namespace uking::action { NPCTurnToPosition::NPCTurnToPosition(const InitArg& arg) : ksys::act::ai::Action(arg) {} NPCTurnToPosition::~NPCTurnToPosition() = default; bool NPCTurnToPosition::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void NPCTurnToPosition::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void NPCTurnToPosition::leave_() { ksys::act::ai::Action::leave_(); } void NPCTurnToPosition::loadParams_() { getDynamicParam(&mPosX_d, "PosX"); getDynamicParam(&mPosY_d, "PosY"); getDynamicParam(&mPosZ_d, "PosZ"); } void NPCTurnToPosition::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action