#include "Game/AI/Action/actionIgnitedThrown.h" namespace uking::action { IgnitedThrown::IgnitedThrown(const InitArg& arg) : ksys::act::ai::Action(arg) {} IgnitedThrown::~IgnitedThrown() = default; bool IgnitedThrown::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void IgnitedThrown::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void IgnitedThrown::leave_() { ksys::act::ai::Action::leave_(); } void IgnitedThrown::loadParams_() { getStaticParam(&mReactionLevel_s, "ReactionLevel"); getStaticParam(&mDamageScale_s, "DamageScale"); getStaticParam(&mFinishWaterDepth_s, "FinishWaterDepth"); getStaticParam(&mIsScaling_s, "IsScaling"); getStaticParam(&mIsFinishedByOneHit_s, "IsFinishedByOneHit"); getStaticParam(&mIsFadeIn_s, "IsFadeIn"); getStaticParam(&mIsAbleGuard_s, "IsAbleGuard"); getStaticParam(&mIsForceOnly_s, "IsForceOnly"); getStaticParam(&mAS_s, "AS"); } void IgnitedThrown::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action