#include "Game/Actor/Action/actionTurnAndLookToObjBase.h" namespace uking::action { TurnAndLookToObjBase::TurnAndLookToObjBase(const InitArg& arg) : PlayerAction(arg) {} TurnAndLookToObjBase::~TurnAndLookToObjBase() = default; bool TurnAndLookToObjBase::init_(sead::Heap* heap) { return PlayerAction::init_(heap); } void TurnAndLookToObjBase::enter_(ksys::act::ai::InlineParamPack* params) { PlayerAction::enter_(params); } void TurnAndLookToObjBase::leave_() { PlayerAction::leave_(); } void TurnAndLookToObjBase::loadParams_() { getDynamicParam(&mObjectId_d, "ObjectId"); getDynamicParam(&mFaceId_d, "FaceId"); getDynamicParam(&mTurnDirection_d, "TurnDirection"); getDynamicParam(&mIsValid_d, "IsValid"); getDynamicParam(&mActorName_d, "ActorName"); getDynamicParam(&mUniqueName_d, "UniqueName"); getDynamicParam(&mPosOffset_d, "PosOffset"); getDynamicParam(&mTurnPosition_d, "TurnPosition"); } void TurnAndLookToObjBase::calc_() { PlayerAction::calc_(); } } // namespace uking::action