#include "Game/AI/Action/actionDirectToWindDirection.h" namespace uking::action { DirectToWindDirection::DirectToWindDirection(const InitArg& arg) : ksys::act::ai::Action(arg) {} DirectToWindDirection::~DirectToWindDirection() = default; bool DirectToWindDirection::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DirectToWindDirection::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DirectToWindDirection::leave_() { ksys::act::ai::Action::leave_(); } void DirectToWindDirection::loadParams_() { getStaticParam(&mRotSpeed_s, "RotSpeed"); getStaticParam(&mRotMax_s, "RotMax"); getStaticParam(&mFrontDir_s, "FrontDir"); getStaticParam(&mUpDir_s, "UpDir"); } void DirectToWindDirection::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action