#include "Game/AI/Action/actionForkCatchWeapon.h" namespace uking::action { ForkCatchWeapon::ForkCatchWeapon(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkCatchWeapon::~ForkCatchWeapon() = default; bool ForkCatchWeapon::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkCatchWeapon::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkCatchWeapon::leave_() { ksys::act::ai::Action::leave_(); } void ForkCatchWeapon::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getDynamicParam(&mTargetActor_d, "TargetActor"); getStaticParam(&mIsNoGrabSuccess_s, "IsNoGrabSuccess"); } void ForkCatchWeapon::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action