#include "Game/AI/Action/actionForkStalEnemyForceDamage.h" namespace uking::action { ForkStalEnemyForceDamage::ForkStalEnemyForceDamage(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkStalEnemyForceDamage::~ForkStalEnemyForceDamage() = default; bool ForkStalEnemyForceDamage::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkStalEnemyForceDamage::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkStalEnemyForceDamage::leave_() { ksys::act::ai::Action::leave_(); } void ForkStalEnemyForceDamage::loadParams_() { getStaticParam(&mDamage_s, "Damage"); getStaticParam(&mASTrigType_s, "ASTrigType"); getStaticParam(&mDamageType_s, "DamageType"); getStaticParam(&mDamageAttr_s, "DamageAttr"); getStaticParam(&mLifeRate_s, "LifeRate"); } void ForkStalEnemyForceDamage::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action