#include "Game/AI/Action/actionForkGanonBeastBeamShoot.h" namespace uking::action { ForkGanonBeastBeamShoot::ForkGanonBeastBeamShoot(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkGanonBeastBeamShoot::~ForkGanonBeastBeamShoot() = default; bool ForkGanonBeastBeamShoot::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkGanonBeastBeamShoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkGanonBeastBeamShoot::leave_() { ksys::act::ai::Action::leave_(); } void ForkGanonBeastBeamShoot::loadParams_() { getStaticParam(&mBeamRange_s, "BeamRange"); getStaticParam(&mBeamBoneName_s, "BeamBoneName"); getStaticParam(&mBeamActorKey_s, "BeamActorKey"); getStaticParam(&mBeamActorName_s, "BeamActorName"); getStaticParam(&mMuzzleOffset_s, "MuzzleOffset"); getStaticParam(&mBeamDir_s, "BeamDir"); } void ForkGanonBeastBeamShoot::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action