#include "Game/AI/Action/actionBackSwim.h" namespace uking::action { BackSwim::BackSwim(const InitArg& arg) : WaterFloatBase(arg) {} BackSwim::~BackSwim() = default; bool BackSwim::init_(sead::Heap* heap) { return WaterFloatBase::init_(heap); } void BackSwim::enter_(ksys::act::ai::InlineParamPack* params) { WaterFloatBase::enter_(params); } void BackSwim::leave_() { WaterFloatBase::leave_(); } void BackSwim::loadParams_() { WaterFloatBase::loadParams_(); getStaticParam(&mTime_s, "Time"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mRotAddRatio_s, "RotAddRatio"); getStaticParam(&mFinishDist_s, "FinishDist"); getStaticParam(&mDecelRatio_s, "DecelRatio"); getDynamicParam(&mTargetPos_d, "TargetPos"); getStaticParam(&mIsCheckCliff_s, "IsCheckCliff"); } void BackSwim::calc_() { WaterFloatBase::calc_(); } } // namespace uking::action