#include "Game/Actor/Action/actionFlyingCharacterFreeFallBase.h" namespace uking::action { FlyingCharacterFreeFallBase::FlyingCharacterFreeFallBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} FlyingCharacterFreeFallBase::~FlyingCharacterFreeFallBase() = default; bool FlyingCharacterFreeFallBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void FlyingCharacterFreeFallBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void FlyingCharacterFreeFallBase::leave_() { ksys::act::ai::Action::leave_(); } void FlyingCharacterFreeFallBase::loadParams_() { getStaticParam(&mPosReduceRatio_s, "PosReduceRatio"); getStaticParam(&mRotReduceRatio_s, "RotReduceRatio"); getStaticParam(&mIsControlRotation_s, "IsControlRotation"); getStaticParam(&mIsSetBackLastState_s, "IsSetBackLastState"); } void FlyingCharacterFreeFallBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action