#include "Game/AI/Action/actionForkASTrgShootArrow.h" namespace uking::action { ForkASTrgShootArrow::ForkASTrgShootArrow(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkASTrgShootArrow::~ForkASTrgShootArrow() = default; bool ForkASTrgShootArrow::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkASTrgShootArrow::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkASTrgShootArrow::leave_() { ksys::act::ai::Action::leave_(); } void ForkASTrgShootArrow::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mIsEndState_s, "IsEndState"); getStaticParam(&mSeqBank_s, "SeqBank"); getStaticParam(&mTargetBone_s, "TargetBone"); getStaticParam(&mOffsetRangeMin_s, "OffsetRangeMin"); getStaticParam(&mOffsetRangeMax_s, "OffsetRangeMax"); getStaticParam(&mOffsetRateByDist_s, "OffsetRateByDist"); getStaticParam(&mOffsetRangeMinOutOfScreen_s, "OffsetRangeMinOutOfScreen"); getStaticParam(&mOffsetRangeMaxOutOfScreen_s, "OffsetRangeMaxOutOfScreen"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void ForkASTrgShootArrow::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action