#include "Game/AI/Action/actionEventWatchCannonHit.h" namespace uking::action { EventWatchCannonHit::EventWatchCannonHit(const InitArg& arg) : ksys::act::ai::Action(arg) {} EventWatchCannonHit::~EventWatchCannonHit() = default; bool EventWatchCannonHit::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EventWatchCannonHit::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EventWatchCannonHit::leave_() { ksys::act::ai::Action::leave_(); } void EventWatchCannonHit::loadParams_() { getDynamicParam(&mWatchFrame_d, "WatchFrame"); getDynamicParam(&mXLinkKey_d, "XLinkKey"); } void EventWatchCannonHit::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action