#include "Game/AI/Action/actionFlyingBirdDie.h" namespace uking::action { FlyingBirdDie::FlyingBirdDie(const InitArg& arg) : FlyingCharacterDamageBase(arg) {} FlyingBirdDie::~FlyingBirdDie() = default; bool FlyingBirdDie::init_(sead::Heap* heap) { return FlyingCharacterDamageBase::init_(heap); } void FlyingBirdDie::enter_(ksys::act::ai::InlineParamPack* params) { FlyingCharacterDamageBase::enter_(params); } void FlyingBirdDie::leave_() { FlyingCharacterDamageBase::leave_(); } void FlyingBirdDie::loadParams_() { FlyingCharacterDamageBase::loadParams_(); getStaticParam(&mEnableHitGroundCheckTimer_s, "EnableHitGroundCheckTimer"); getStaticParam(&mIsChangeStateFallOnce_s, "IsChangeStateFallOnce"); } void FlyingBirdDie::calc_() { FlyingCharacterDamageBase::calc_(); } } // namespace uking::action