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