#include "Game/Actor/Action/actionFollowIgniteToBonePos.h" namespace uking::action { FollowIgniteToBonePos::FollowIgniteToBonePos(const InitArg& arg) : ASPlayRotateTurnToTarget(arg) {} FollowIgniteToBonePos::~FollowIgniteToBonePos() = default; bool FollowIgniteToBonePos::init_(sead::Heap* heap) { return ASPlayRotateTurnToTarget::init_(heap); } void FollowIgniteToBonePos::enter_(ksys::act::ai::InlineParamPack* params) { ASPlayRotateTurnToTarget::enter_(params); } void FollowIgniteToBonePos::leave_() { ASPlayRotateTurnToTarget::leave_(); } void FollowIgniteToBonePos::loadParams_() { ASPlayRotateTurnToTarget::loadParams_(); getStaticParam(&mLocalOffSetX_s, "LocalOffSetX"); getStaticParam(&mLocalOffSetY_s, "LocalOffSetY"); getStaticParam(&mLocalOffSetZ_s, "LocalOffSetZ"); getStaticParam(&mIsIgnitePosYZero_s, "IsIgnitePosYZero"); getStaticParam(&mBoneName_s, "BoneName"); } void FollowIgniteToBonePos::calc_() { ASPlayRotateTurnToTarget::calc_(); } } // namespace uking::action