#include "Game/AI/Action/actionAssassinBossIronMagicChargeShot.h" namespace uking::action { AssassinBossIronMagicChargeShot::AssassinBossIronMagicChargeShot(const InitArg& arg) : ksys::act::ai::Action(arg) {} AssassinBossIronMagicChargeShot::~AssassinBossIronMagicChargeShot() = default; bool AssassinBossIronMagicChargeShot::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void AssassinBossIronMagicChargeShot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void AssassinBossIronMagicChargeShot::leave_() { ksys::act::ai::Action::leave_(); } void AssassinBossIronMagicChargeShot::loadParams_() { getStaticParam(&mIronBallNum_s, "IronBallNum"); getStaticParam(&mAttackType_s, "AttackType"); getStaticParam(&mIronBallPartsName_s, "IronBallPartsName"); getStaticParam(&mLevel2AttackLifeRatio_s, "Level2AttackLifeRatio"); } void AssassinBossIronMagicChargeShot::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action