#include "Game/AI/Action/actionForkASTrgTurnGround.h" namespace uking::action { ForkASTrgTurnGround::ForkASTrgTurnGround(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkASTrgTurnGround::~ForkASTrgTurnGround() = default; bool ForkASTrgTurnGround::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkASTrgTurnGround::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkASTrgTurnGround::leave_() { ksys::act::ai::Action::leave_(); } void ForkASTrgTurnGround::loadParams_() { getStaticParam(&mSpeedBasePosRatio_s, "SpeedBasePosRatio"); getStaticParam(&mOnAfterGroundRotAngle_s, "OnAfterGroundRotAngle"); getStaticParam(&mAxis_s, "Axis"); getStaticParam(&mCtrlOffset_s, "CtrlOffset"); getStaticParam(&mCtrlAngleOffset_s, "CtrlAngleOffset"); getStaticParam(&mActMoveVec_s, "ActMoveVec"); getAITreeVariable(&mCRBOffsetUnit_a, "CRBOffsetUnit"); } void ForkASTrgTurnGround::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action