#include "Game/Actor/Action/actionBackFlip.h" namespace uking::action { BackFlip::BackFlip(const InitArg& arg) : ASPlayRotateTurnToTarget(arg) {} BackFlip::~BackFlip() = default; bool BackFlip::init_(sead::Heap* heap) { return ASPlayRotateTurnToTarget::init_(heap); } void BackFlip::enter_(ksys::act::ai::InlineParamPack* params) { ASPlayRotateTurnToTarget::enter_(params); } void BackFlip::leave_() { ASPlayRotateTurnToTarget::leave_(); } void BackFlip::loadParams_() { ASPlayRotateTurnToTarget::loadParams_(); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mPosRestRatio_s, "PosRestRatio"); getStaticParam(&mJumpHeight_s, "JumpHeight"); getStaticParam(&mNearGrHeight_s, "NearGrHeight"); getAITreeVariable(&mRefPosVibrateChecker_a, "RefPosVibrateChecker"); } void BackFlip::calc_() { ASPlayRotateTurnToTarget::calc_(); } } // namespace uking::action