#include "Game/AI/Action/actionForkLynelDrawWeapon.h" namespace uking::action { ForkLynelDrawWeapon::ForkLynelDrawWeapon(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkLynelDrawWeapon::~ForkLynelDrawWeapon() = default; bool ForkLynelDrawWeapon::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkLynelDrawWeapon::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkLynelDrawWeapon::leave_() { ksys::act::ai::Action::leave_(); } void ForkLynelDrawWeapon::loadParams_() { getStaticParam(&mWeaponIdx0_s, "WeaponIdx0"); getStaticParam(&mWeaponIdx1_s, "WeaponIdx1"); getStaticParam(&mSeqBank_s, "SeqBank"); getStaticParam(&mTargetBone_s, "TargetBone"); getStaticParam(&mASWeaponIdx_s, "ASWeaponIdx"); getStaticParam(&mASName_s, "ASName"); } void ForkLynelDrawWeapon::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action