#include "Game/AI/Action/actionGanonThrowTornado.h" namespace uking::action { GanonThrowTornado::GanonThrowTornado(const InitArg& arg) : ksys::act::ai::Action(arg) {} GanonThrowTornado::~GanonThrowTornado() = default; bool GanonThrowTornado::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void GanonThrowTornado::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void GanonThrowTornado::leave_() { ksys::act::ai::Action::leave_(); } void GanonThrowTornado::loadParams_() { getStaticParam(&mInitVelocity_s, "InitVelocity"); getStaticParam(&mCreateHeight_s, "CreateHeight"); getStaticParam(&mASName_s, "ASName"); getStaticParam(&mAppearOffset_s, "AppearOffset"); getDynamicParam(&mThrowPartsName_d, "ThrowPartsName"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mTargetActor_d, "TargetActor"); } void GanonThrowTornado::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action