#include "Game/AI/Action/actionCreateObjectsOfOwnedHorse.h" namespace uking::action { CreateObjectsOfOwnedHorse::CreateObjectsOfOwnedHorse(const InitArg& arg) : ksys::act::ai::Action(arg) {} CreateObjectsOfOwnedHorse::~CreateObjectsOfOwnedHorse() = default; bool CreateObjectsOfOwnedHorse::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void CreateObjectsOfOwnedHorse::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void CreateObjectsOfOwnedHorse::leave_() { ksys::act::ai::Action::leave_(); } void CreateObjectsOfOwnedHorse::loadParams_() { getDynamicParam(&mHorseReinsActorName_d, "HorseReinsActorName"); getDynamicParam(&mHorseSaddleActorName_d, "HorseSaddleActorName"); getDynamicParam(&mHorseManeActorName_d, "HorseManeActorName"); } void CreateObjectsOfOwnedHorse::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action