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