#include "Game/AI/Action/actionForkStalEnemyHeadShot.h" namespace uking::action { ForkStalEnemyHeadShot::ForkStalEnemyHeadShot(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkStalEnemyHeadShot::~ForkStalEnemyHeadShot() = default; bool ForkStalEnemyHeadShot::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkStalEnemyHeadShot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkStalEnemyHeadShot::leave_() { ksys::act::ai::Action::leave_(); } void ForkStalEnemyHeadShot::loadParams_() { getStaticParam(&mVisibleCount_s, "VisibleCount"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mUseAddVec_s, "UseAddVec"); getStaticParam(&mHeadBoneKey_s, "HeadBoneKey"); getStaticParam(&mAddVec_s, "AddVec"); getStaticParam(&mRotVec_s, "RotVec"); } void ForkStalEnemyHeadShot::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action