#include "Game/AI/Action/actionWarpPlayerToActor.h" namespace uking::action { WarpPlayerToActor::WarpPlayerToActor(const InitArg& arg) : WarpPlayerBase(arg) {} WarpPlayerToActor::~WarpPlayerToActor() = default; bool WarpPlayerToActor::init_(sead::Heap* heap) { return WarpPlayerBase::init_(heap); } void WarpPlayerToActor::enter_(ksys::act::ai::InlineParamPack* params) { WarpPlayerBase::enter_(params); } void WarpPlayerToActor::leave_() { WarpPlayerBase::leave_(); } void WarpPlayerToActor::loadParams_() { WarpPlayerBase::loadParams_(); getDynamicParam(&mDestinationX_d, "DestinationX"); getDynamicParam(&mDestinationY_d, "DestinationY"); getDynamicParam(&mDestinationZ_d, "DestinationZ"); getDynamicParam(&mDirectionY_d, "DirectionY"); getDynamicParam(&mRotToVec3f_d, "RotToVec3f"); getDynamicParam(&mRelativeDist_d, "RelativeDist"); getDynamicParam(&mActorName_d, "ActorName"); getDynamicParam(&mOnGround_d, "OnGround"); getDynamicParam(&mGameDataVec3fRotDir_d, "GameDataVec3fRotDir"); getDynamicParam(&mIsOffsetBaseTargetActor_d, "IsOffsetBaseTargetActor"); } void WarpPlayerToActor::calc_() { WarpPlayerBase::calc_(); } } // namespace uking::action