#include "Game/AI/Action/actionGanonBeastDamageASPlay.h" namespace uking::action { GanonBeastDamageASPlay::GanonBeastDamageASPlay(const InitArg& arg) : ForkASPlayBase(arg) {} GanonBeastDamageASPlay::~GanonBeastDamageASPlay() = default; bool GanonBeastDamageASPlay::init_(sead::Heap* heap) { return ForkASPlayBase::init_(heap); } void GanonBeastDamageASPlay::enter_(ksys::act::ai::InlineParamPack* params) { ForkASPlayBase::enter_(params); } void GanonBeastDamageASPlay::leave_() { ForkASPlayBase::leave_(); } void GanonBeastDamageASPlay::loadParams_() { ForkASPlayBase::loadParams_(); getStaticParam(&mIsStateChange_s, "IsStateChange"); getAITreeVariable(&mLastDamageWeakPointIdx_a, "LastDamageWeakPointIdx"); } void GanonBeastDamageASPlay::calc_() { ForkASPlayBase::calc_(); } } // namespace uking::action