#include "Game/AI/Action/actionAssassinBossIronBallAttack.h" namespace uking::action { AssassinBossIronBallAttack::AssassinBossIronBallAttack(const InitArg& arg) : ksys::act::ai::Action(arg) {} AssassinBossIronBallAttack::~AssassinBossIronBallAttack() = default; bool AssassinBossIronBallAttack::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void AssassinBossIronBallAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void AssassinBossIronBallAttack::leave_() { ksys::act::ai::Action::leave_(); } void AssassinBossIronBallAttack::loadParams_() { getStaticParam(&mIronBallNum_s, "IronBallNum"); getStaticParam(&mAttackType_s, "AttackType"); getStaticParam(&mIronBallPartsName_s, "IronBallPartsName"); } void AssassinBossIronBallAttack::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action