#include "Game/AI/Action/actionTackleMove.h" namespace uking::action { TackleMove::TackleMove(const InitArg& arg) : ksys::act::ai::Action(arg) {} TackleMove::~TackleMove() = default; bool TackleMove::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void TackleMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void TackleMove::leave_() { ksys::act::ai::Action::leave_(); } void TackleMove::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mFailAngle_s, "FailAngle"); getStaticParam(&mBaseRotRatio_s, "BaseRotRatio"); getStaticParam(&mFinRadius_s, "FinRadius"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void TackleMove::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action