#include "Game/AI/Action/actionWaterFloatIgniteToTarget.h" namespace uking::action { WaterFloatIgniteToTarget::WaterFloatIgniteToTarget(const InitArg& arg) : OneTimeWaterFloatStopASPlay(arg) {} WaterFloatIgniteToTarget::~WaterFloatIgniteToTarget() = default; bool WaterFloatIgniteToTarget::init_(sead::Heap* heap) { return OneTimeWaterFloatStopASPlay::init_(heap); } void WaterFloatIgniteToTarget::enter_(ksys::act::ai::InlineParamPack* params) { OneTimeWaterFloatStopASPlay::enter_(params); } void WaterFloatIgniteToTarget::leave_() { OneTimeWaterFloatStopASPlay::leave_(); } void WaterFloatIgniteToTarget::loadParams_() { OneTimeWaterFloatStopASPlay::loadParams_(); getStaticParam(&mIgniteSpeed_s, "IgniteSpeed"); getStaticParam(&mMaxNoiseDist_s, "MaxNoiseDist"); getStaticParam(&mOffsetHeight_s, "OffsetHeight"); getStaticParam(&mBaseNode_s, "BaseNode"); getStaticParam(&mIgniteOffset_s, "IgniteOffset"); getStaticParam(&mIgniteRotate_s, "IgniteRotate"); getStaticParam(&mIgniteRotSpeed_s, "IgniteRotSpeed"); getStaticParam(&mDirMinAngle_s, "DirMinAngle"); getStaticParam(&mDirMaxAngle_s, "DirMaxAngle"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mIgniteHandle_d, "IgniteHandle"); } void WaterFloatIgniteToTarget::calc_() { OneTimeWaterFloatStopASPlay::calc_(); } } // namespace uking::action