#include "Game/Actor/Action/actionFreeze.h" namespace uking::action { Freeze::Freeze(const InitArg& arg) : StopBase(arg) {} Freeze::~Freeze() = default; bool Freeze::init_(sead::Heap* heap) { return StopBase::init_(heap); } void Freeze::enter_(ksys::act::ai::InlineParamPack* params) { StopBase::enter_(params); } void Freeze::leave_() { StopBase::leave_(); } void Freeze::loadParams_() { StopBase::loadParams_(); getStaticParam(&mIsChangeInAir_s, "IsChangeInAir"); getStaticParam(&mTransBoneKey_s, "TransBoneKey"); getAITreeVariable(&mIsKeepFreeze_a, "IsKeepFreeze"); getAITreeVariable(&mCRBOffsetUnit_a, "CRBOffsetUnit"); } void Freeze::calc_() { StopBase::calc_(); } } // namespace uking::action