#include "Game/Actor/Action/actionOneHandActionWithLegTurn.h" namespace uking::action { OneHandActionWithLegTurn::OneHandActionWithLegTurn(const InitArg& arg) : AttackWithAS(arg) {} OneHandActionWithLegTurn::~OneHandActionWithLegTurn() = default; bool OneHandActionWithLegTurn::init_(sead::Heap* heap) { return AttackWithAS::init_(heap); } void OneHandActionWithLegTurn::enter_(ksys::act::ai::InlineParamPack* params) { AttackWithAS::enter_(params); } void OneHandActionWithLegTurn::leave_() { AttackWithAS::leave_(); } void OneHandActionWithLegTurn::loadParams_() { AttackWithAS::loadParams_(); getStaticParam(&mTraceLRAngleMax_s, "TraceLRAngleMax"); getStaticParam(&mTraceLRAngleMin_s, "TraceLRAngleMin"); getStaticParam(&mTraceDistFar_s, "TraceDistFar"); getStaticParam(&mTraceDistNear_s, "TraceDistNear"); getStaticParam(&mShoulderBoneName_s, "ShoulderBoneName"); getStaticParam(&mRotOffsetMin_s, "RotOffsetMin"); getStaticParam(&mRotOffsetMax_s, "RotOffsetMax"); getStaticParam(&mBaseTargetPos_s, "BaseTargetPos"); } void OneHandActionWithLegTurn::calc_() { AttackWithAS::calc_(); } } // namespace uking::action