#include "Game/AI/Action/actionRagdoll.h" namespace uking::action { Ragdoll::Ragdoll(const InitArg& arg) : ksys::act::ai::Action(arg) {} Ragdoll::~Ragdoll() = default; bool Ragdoll::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void Ragdoll::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void Ragdoll::leave_() { ksys::act::ai::Action::leave_(); } void Ragdoll::loadParams_() { getStaticParam(&mTime_s, "Time"); getStaticParam(&mInWaterDownTime_s, "InWaterDownTime"); getStaticParam(&mForceFinishTime_s, "ForceFinishTime"); getStaticParam(&mOnGroundDownTime_s, "OnGroundDownTime"); getStaticParam(&mStartUpdateFriction_s, "StartUpdateFriction"); getStaticParam(&mWeaponDropSpeedXZ_s, "WeaponDropSpeedXZ"); getStaticParam(&mWeaponDropSpeedY_s, "WeaponDropSpeedY"); getStaticParam(&mGetUpGroundAngle_s, "GetUpGroundAngle"); getStaticParam(&mForceEndWaterDepth_s, "ForceEndWaterDepth"); getStaticParam(&mIsWaitAS_s, "IsWaitAS"); getStaticParam(&mIsItemDrop_s, "IsItemDrop"); getStaticParam(&mIsCheckVibrate_s, "IsCheckVibrate"); getStaticParam(&mASName_s, "ASName"); getStaticParam(&mPosBaseRagdollRbName_s, "PosBaseRagdollRbName"); getStaticParam(&mStableASName_s, "StableASName"); getStaticParam(&mDownBackCtrlOffset_s, "DownBackCtrlOffset"); getStaticParam(&mDownFrontCtrlOffset_s, "DownFrontCtrlOffset"); getAITreeVariable(&mCRBOffsetUnit_a, "CRBOffsetUnit"); } void Ragdoll::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action