#include "Game/AI/Action/actionForkASTrgShootSkyArrow.h" namespace uking::action { ForkASTrgShootSkyArrow::ForkASTrgShootSkyArrow(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkASTrgShootSkyArrow::~ForkASTrgShootSkyArrow() = default; bool ForkASTrgShootSkyArrow::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkASTrgShootSkyArrow::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkASTrgShootSkyArrow::leave_() { ksys::act::ai::Action::leave_(); } void ForkASTrgShootSkyArrow::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mSeqBank_s, "SeqBank"); getStaticParam(&mTargetBone_s, "TargetBone"); getStaticParam(&mBaseBoneName_s, "BaseBoneName"); getStaticParam(&mFrontDirOfBaseBone_s, "FrontDirOfBaseBone"); getDynamicParam(&mTargetActor_d, "TargetActor"); } void ForkASTrgShootSkyArrow::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action