#include "Game/Actor/Action/actionFollowAttack.h" namespace uking::action { FollowAttack::FollowAttack(const InitArg& arg) : ASPlayRotateTurnToTarget(arg) {} FollowAttack::~FollowAttack() = default; bool FollowAttack::init_(sead::Heap* heap) { return ASPlayRotateTurnToTarget::init_(heap); } void FollowAttack::enter_(ksys::act::ai::InlineParamPack* params) { ASPlayRotateTurnToTarget::enter_(params); } void FollowAttack::leave_() { ASPlayRotateTurnToTarget::leave_(); } void FollowAttack::loadParams_() { ASPlayRotateTurnToTarget::loadParams_(); getStaticParam(&mForceKillMode_s, "ForceKillMode"); getStaticParam(&mIsRodDirHosei_s, "IsRodDirHosei"); } void FollowAttack::calc_() { ASPlayRotateTurnToTarget::calc_(); } } // namespace uking::action