#include "Game/AI/Action/actionSwimMoveBase.h" namespace uking::action { SwimMoveBase::SwimMoveBase(const InitArg& arg) : WaterFloatBase(arg) {} SwimMoveBase::~SwimMoveBase() = default; bool SwimMoveBase::init_(sead::Heap* heap) { return WaterFloatBase::init_(heap); } void SwimMoveBase::enter_(ksys::act::ai::InlineParamPack* params) { WaterFloatBase::enter_(params); } void SwimMoveBase::leave_() { WaterFloatBase::leave_(); } void SwimMoveBase::loadParams_() { WaterFloatBase::loadParams_(); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRotSpeed_s, "RotSpeed"); getStaticParam(&mFinRadius_s, "FinRadius"); getStaticParam(&mFinRotate_s, "FinRotate"); getStaticParam(&mBaseRotRatio_s, "BaseRotRatio"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void SwimMoveBase::calc_() { WaterFloatBase::calc_(); } } // namespace uking::action