#include "Game/AI/Action/actionForkASPlayBase.h" namespace uking::action { ForkASPlayBase::ForkASPlayBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkASPlayBase::~ForkASPlayBase() = default; bool ForkASPlayBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkASPlayBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkASPlayBase::leave_() { ksys::act::ai::Action::leave_(); } void ForkASPlayBase::loadParams_() { getStaticParam(&mEndState_s, "EndState"); getStaticParam(&mChangeableTiming_s, "ChangeableTiming"); getStaticParam(&mSeqBank_s, "SeqBank"); getStaticParam(&mTargetBone_s, "TargetBone"); getStaticParam(&mFirstRandomRatio_s, "FirstRandomRatio"); getStaticParam(&mIsIgnoreSame_s, "IsIgnoreSame"); } void ForkASPlayBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action