#include "Game/AI/Action/actionBeamMove.h" namespace uking::action { BeamMove::BeamMove(const InitArg& arg) : ksys::act::ai::Action(arg) {} BeamMove::~BeamMove() = default; bool BeamMove::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void BeamMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void BeamMove::leave_() { ksys::act::ai::Action::leave_(); } void BeamMove::loadParams_() { getStaticParam(&mAtMinDamage_s, "AtMinDamage"); getStaticParam(&mShieldDamage_s, "ShieldDamage"); getStaticParam(&mForceExplodeFrame_s, "ForceExplodeFrame"); getAITreeVariable(&mIsReflectThrownBullet_a, "IsReflectThrownBullet"); } void BeamMove::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action