#include "Game/AI/Action/actionGanonBeastASPlayFromActiveWp.h" namespace uking::action { GanonBeastASPlayFromActiveWp::GanonBeastASPlayFromActiveWp(const InitArg& arg) : ForkASPlayBase(arg) {} GanonBeastASPlayFromActiveWp::~GanonBeastASPlayFromActiveWp() = default; bool GanonBeastASPlayFromActiveWp::init_(sead::Heap* heap) { return ForkASPlayBase::init_(heap); } void GanonBeastASPlayFromActiveWp::enter_(ksys::act::ai::InlineParamPack* params) { ForkASPlayBase::enter_(params); } void GanonBeastASPlayFromActiveWp::leave_() { ForkASPlayBase::leave_(); } void GanonBeastASPlayFromActiveWp::loadParams_() { ForkASPlayBase::loadParams_(); getStaticParam(&mASName_s, "ASName"); getAITreeVariable(&mWeakPointActiveFlag_a, "WeakPointActiveFlag"); } void GanonBeastASPlayFromActiveWp::calc_() { ForkASPlayBase::calc_(); } } // namespace uking::action