#include "Game/AI/Action/actionForkFollowGround.h" namespace uking::action { ForkFollowGround::ForkFollowGround(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkFollowGround::~ForkFollowGround() = default; bool ForkFollowGround::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkFollowGround::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkFollowGround::leave_() { ksys::act::ai::Action::leave_(); } void ForkFollowGround::loadParams_() { getStaticParam(&mUpdateFrameCountAfterNoMove_s, "UpdateFrameCountAfterNoMove"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mBaseRotRatio_s, "BaseRotRatio"); getStaticParam(&mUpdateTargetUpDirMinAngle_s, "UpdateTargetUpDirMinAngle"); getStaticParam(&mUpdateTargetUpDirRatio_s, "UpdateTargetUpDirRatio"); } void ForkFollowGround::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action