#include "Game/AI/Action/actionShootingStartFlying.h" namespace uking::action { ShootingStartFlying::ShootingStartFlying(const InitArg& arg) : ksys::act::ai::Action(arg) {} ShootingStartFlying::~ShootingStartFlying() = default; bool ShootingStartFlying::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ShootingStartFlying::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ShootingStartFlying::leave_() { ksys::act::ai::Action::leave_(); } void ShootingStartFlying::loadParams_() { getStaticParam(&mInitialVelocityMax_s, "InitialVelocityMax"); getStaticParam(&mInitialVelocityMin_s, "InitialVelocityMin"); getStaticParam(&mInitialAngleRange_s, "InitialAngleRange"); getStaticParam(&mLookSuccessRate_s, "LookSuccessRate"); getStaticParam(&mMaxWaterDepth_s, "MaxWaterDepth"); getStaticParam(&mGravity_s, "Gravity"); } void ShootingStartFlying::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action