Files
botw/src/Game/AI/Action/actionSlippedWalkBase.cpp
T
2020-12-28 01:26:51 +01:00

39 lines
1.1 KiB
C++

#include "Game/AI/Action/actionSlippedWalkBase.h"
namespace uking::action {
SlippedWalkBase::SlippedWalkBase(const InitArg& arg) : ksys::act::ai::Action(arg) {}
SlippedWalkBase::~SlippedWalkBase() = default;
bool SlippedWalkBase::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void SlippedWalkBase::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void SlippedWalkBase::leave_() {
ksys::act::ai::Action::leave_();
}
void SlippedWalkBase::loadParams_() {
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mWallHitLimitTime_s, "WallHitLimitTime");
getStaticParam(&mSpeed_s, "Speed");
getStaticParam(&mRotSpd_s, "RotSpd");
getStaticParam(&mFinRadius_s, "FinRadius");
getStaticParam(&mFinRotate_s, "FinRotate");
getStaticParam(&mBaseRotRatio_s, "BaseRotRatio");
getStaticParam(&mAccRatio_s, "AccRatio");
getStaticParam(&mFollowGround_s, "FollowGround");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
void SlippedWalkBase::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action