#include "Game/Actor/Action/actionSlippedMoveBase.h" namespace uking::action { SlippedMoveBase::SlippedMoveBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} SlippedMoveBase::~SlippedMoveBase() = default; bool SlippedMoveBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void SlippedMoveBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void SlippedMoveBase::leave_() { ksys::act::ai::Action::leave_(); } void SlippedMoveBase::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mWallHitLimitTime_s, "WallHitLimitTime"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mFinRadius_s, "FinRadius"); getStaticParam(&mFinRotate_s, "FinRotate"); getStaticParam(&mBaseRotRatio_s, "BaseRotRatio"); getStaticParam(&mAccRatio_s, "AccRatio"); getStaticParam(&mFollowGround_s, "FollowGround"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void SlippedMoveBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action