#include "Game/AI/Action/actionBalloonBase.h" namespace uking::action { BalloonBase::BalloonBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} BalloonBase::~BalloonBase() = default; bool BalloonBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void BalloonBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void BalloonBase::leave_() { ksys::act::ai::Action::leave_(); } void BalloonBase::loadParams_() { getStaticParam(&mUpLimitSpeed_s, "UpLimitSpeed"); getStaticParam(&mMaxAccel_s, "MaxAccel"); getStaticParam(&mMassScale_s, "MassScale"); getStaticParam(&mHeightLimit_s, "HeightLimit"); getStaticParam(&mBreakTimer_s, "BreakTimer"); getStaticParam(&mWindAccScale_s, "WindAccScale"); getStaticParam(&mWindSpdScale_s, "WindSpdScale"); getStaticParam(&mStayAccScale_s, "StayAccScale"); getStaticParam(&mReturnStrengthFactor_s, "ReturnStrengthFactor"); getStaticParam(&mRemainsHeightLimit_s, "RemainsHeightLimit"); getStaticParam(&mIsChaseInitHeight_s, "IsChaseInitHeight"); getStaticParam(&mReturnToOriginalPos_s, "ReturnToOriginalPos"); getAITreeVariable(&mBalloonHungActorBaseProcID_a, "BalloonHungActorBaseProcID"); getAITreeVariable(&mIsFlyingBalloon_a, "IsFlyingBalloon"); } void BalloonBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action