#include "Game/AI/Action/actionEnemyChangeWeapon.h" namespace uking::action { EnemyChangeWeapon::EnemyChangeWeapon(const InitArg& arg) : ksys::act::ai::Action(arg) {} EnemyChangeWeapon::~EnemyChangeWeapon() = default; bool EnemyChangeWeapon::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EnemyChangeWeapon::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EnemyChangeWeapon::leave_() { ksys::act::ai::Action::leave_(); } void EnemyChangeWeapon::loadParams_() { getAITreeVariable(&mEquipWeaponBufIndex_a, "EquipWeaponBufIndex"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } void EnemyChangeWeapon::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action