#include "Game/AI/Action/actionWaterFloatWaitEx.h" namespace uking::action { WaterFloatWaitEx::WaterFloatWaitEx(const InitArg& arg) : WaterFloatWait(arg) {} WaterFloatWaitEx::~WaterFloatWaitEx() = default; bool WaterFloatWaitEx::init_(sead::Heap* heap) { return WaterFloatWait::init_(heap); } void WaterFloatWaitEx::enter_(ksys::act::ai::InlineParamPack* params) { WaterFloatWait::enter_(params); } void WaterFloatWaitEx::leave_() { WaterFloatWait::leave_(); } void WaterFloatWaitEx::loadParams_() { WaterFloatWait::loadParams_(); getStaticParam(&mAdditionalPosReduceRatio_s, "AdditionalPosReduceRatio"); getStaticParam(&mAdditionalAngleReduceRatio_s, "AdditionalAngleReduceRatio"); getStaticParam(&mAdditionalVelocityMax_s, "AdditionalVelocityMax"); getStaticParam(&mWaterEffectSpeedRate_s, "WaterEffectSpeedRate"); } void WaterFloatWaitEx::calc_() { WaterFloatWait::calc_(); } } // namespace uking::action