#include "Game/AI/Action/actionDungeonMoveAlwaysVibrateCam.h" namespace uking::action { DungeonMoveAlwaysVibrateCam::DungeonMoveAlwaysVibrateCam(const InitArg& arg) : DungeonMove(arg) {} DungeonMoveAlwaysVibrateCam::~DungeonMoveAlwaysVibrateCam() = default; bool DungeonMoveAlwaysVibrateCam::init_(sead::Heap* heap) { return DungeonMove::init_(heap); } void DungeonMoveAlwaysVibrateCam::enter_(ksys::act::ai::InlineParamPack* params) { DungeonMove::enter_(params); } void DungeonMoveAlwaysVibrateCam::leave_() { DungeonMove::leave_(); } void DungeonMoveAlwaysVibrateCam::loadParams_() { DungeonMove::loadParams_(); getStaticParam(&mIsSilentOnSuccess_s, "IsSilentOnSuccess"); getMapUnitParam(&mCameraPattern_m, "CameraPattern"); getMapUnitParam(&mCameraPower_m, "CameraPower"); getMapUnitParam(&mCameraRange_m, "CameraRange"); } void DungeonMoveAlwaysVibrateCam::calc_() { DungeonMove::calc_(); } } // namespace uking::action