#include "Game/AI/Action/actionDamageTurnByWeakPoint.h" namespace uking::action { DamageTurnByWeakPoint::DamageTurnByWeakPoint(const InitArg& arg) : ksys::act::ai::Action(arg) {} DamageTurnByWeakPoint::~DamageTurnByWeakPoint() = default; bool DamageTurnByWeakPoint::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void DamageTurnByWeakPoint::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void DamageTurnByWeakPoint::leave_() { ksys::act::ai::Action::leave_(); } void DamageTurnByWeakPoint::loadParams_() { getStaticParam(&mTurnSpeed_s, "TurnSpeed"); getStaticParam(&mPosReduceRatio_s, "PosReduceRatio"); getStaticParam(&mAngReduceRatio_s, "AngReduceRatio"); getStaticParam(&mASName_s, "ASName"); } void DamageTurnByWeakPoint::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action