#include "Game/AI/Action/actionEquipDisplayCreate.h" namespace uking::action { EquipDisplayCreate::EquipDisplayCreate(const InitArg& arg) : ksys::act::ai::Action(arg) {} EquipDisplayCreate::~EquipDisplayCreate() = default; bool EquipDisplayCreate::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EquipDisplayCreate::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EquipDisplayCreate::leave_() { ksys::act::ai::Action::leave_(); } void EquipDisplayCreate::loadParams_() { getStaticParam(&mDelayTimer_s, "DelayTimer"); getStaticParam(&mSwordEquipNode_s, "SwordEquipNode"); getStaticParam(&mLSwordEquipNode_s, "LSwordEquipNode"); getStaticParam(&mSpearEquipNode_s, "SpearEquipNode"); getStaticParam(&mBowEquipNode_s, "BowEquipNode"); getStaticParam(&mShieldEquipNode_s, "ShieldEquipNode"); getStaticParam(&mXLinkKey_s, "XLinkKey"); getMapUnitParam(&mEquipStandSlot_m, "EquipStandSlot"); getMapUnitParam(&mEquipStandNode_m, "EquipStandNode"); getAITreeVariable(&mEquipDisplayChild_a, "EquipDisplayChild"); } void EquipDisplayCreate::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action