#include "Game/AI/Action/actionWindmill_Wing.h" namespace uking::action { Windmill_Wing::Windmill_Wing(const InitArg& arg) : ksys::act::ai::Action(arg) {} Windmill_Wing::~Windmill_Wing() = default; bool Windmill_Wing::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void Windmill_Wing::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void Windmill_Wing::leave_() { ksys::act::ai::Action::leave_(); } void Windmill_Wing::loadParams_() { getStaticParam(&mStartFrameRange_s, "StartFrameRange"); getStaticParam(&mASPlaySpeedMin_s, "ASPlaySpeedMin"); getStaticParam(&mASPlaySpeedMax_s, "ASPlaySpeedMax"); getStaticParam(&mASPlaySpeedMinWindPower_s, "ASPlaySpeedMinWindPower"); getStaticParam(&mASPlaySpeedMaxWindPower_s, "ASPlaySpeedMaxWindPower"); getStaticParam(&mTurnRate_s, "TurnRate"); getStaticParam(&mIsTurnToWindDir_s, "IsTurnToWindDir"); } void Windmill_Wing::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action