#include "Game/AI/Action/actionForkASHoldLegTurn.h" namespace uking::action { ForkASHoldLegTurn::ForkASHoldLegTurn(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkASHoldLegTurn::~ForkASHoldLegTurn() = default; bool ForkASHoldLegTurn::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkASHoldLegTurn::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkASHoldLegTurn::leave_() { ksys::act::ai::Action::leave_(); } void ForkASHoldLegTurn::loadParams_() { getStaticParam(&mRotSpeed_s, "RotSpeed"); getStaticParam(&mStopSpeedRatio_s, "StopSpeedRatio"); getStaticParam(&mStopRotSpeedRatio_s, "StopRotSpeedRatio"); getStaticParam(&mTargetPosNoUpdateArea_s, "TargetPosNoUpdateArea"); getStaticParam(&mIsFixBoneWithGround_s, "IsFixBoneWithGround"); getStaticParam(&mRotBaseBoneName_s, "RotBaseBoneName"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void ForkASHoldLegTurn::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action