#include "Game/AI/Action/actionBeamosStaticBeam.h" namespace uking::action { BeamosStaticBeam::BeamosStaticBeam(const InitArg& arg) : StopASPlay(arg) {} BeamosStaticBeam::~BeamosStaticBeam() = default; bool BeamosStaticBeam::init_(sead::Heap* heap) { return StopASPlay::init_(heap); } void BeamosStaticBeam::enter_(ksys::act::ai::InlineParamPack* params) { StopASPlay::enter_(params); } void BeamosStaticBeam::leave_() { StopASPlay::leave_(); } void BeamosStaticBeam::loadParams_() { StopASPlay::loadParams_(); getStaticParam(&mBeamRange_s, "BeamRange"); getStaticParam(&mBeamSpeed_s, "BeamSpeed"); getStaticParam(&mUseDynamicCutting_s, "UseDynamicCutting"); getStaticParam(&mBeamBoneName_s, "BeamBoneName"); getStaticParam(&mBeamActorName_s, "BeamActorName"); getStaticParam(&mBeamActorKey_s, "BeamActorKey"); getStaticParam(&mMuzzleOffset_s, "MuzzleOffset"); getStaticParam(&mBeamDirection_s, "BeamDirection"); getMapUnitParam(&mBeamRange_m, "BeamRange"); } void BeamosStaticBeam::calc_() { StopASPlay::calc_(); } } // namespace uking::action