#include "Game/AI/Action/actionSetTargetFrameMtx.h" namespace uking::action { SetTargetFrameMtx::SetTargetFrameMtx(const InitArg& arg) : ksys::act::ai::Action(arg) {} SetTargetFrameMtx::~SetTargetFrameMtx() = default; bool SetTargetFrameMtx::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void SetTargetFrameMtx::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void SetTargetFrameMtx::leave_() { ksys::act::ai::Action::leave_(); } void SetTargetFrameMtx::loadParams_() { getStaticParam(&mTargetIdx_s, "TargetIdx"); getStaticParam(&mSeqBankIdx_s, "SeqBankIdx"); getStaticParam(&mTargetFrame_s, "TargetFrame"); getStaticParam(&mIsIgnoreSame_s, "IsIgnoreSame"); getStaticParam(&mResetTransBoneOnLeave_s, "ResetTransBoneOnLeave"); getStaticParam(&mIsHomeMtx_s, "IsHomeMtx"); getStaticParam(&mASName_s, "ASName"); } void SetTargetFrameMtx::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action