#include "Game/AI/Action/actionPriestBossAimBeam.h" namespace uking::action { PriestBossAimBeam::PriestBossAimBeam(const InitArg& arg) : ksys::act::ai::Action(arg) {} PriestBossAimBeam::~PriestBossAimBeam() = default; bool PriestBossAimBeam::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void PriestBossAimBeam::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void PriestBossAimBeam::leave_() { ksys::act::ai::Action::leave_(); } void PriestBossAimBeam::loadParams_() { getStaticParam(&mAimLockFrame_s, "AimLockFrame"); getStaticParam(&mTargetOffset_s, "TargetOffset"); getStaticParam(&mTargetOffsetY_s, "TargetOffsetY"); getStaticParam(&mFluctuationRange_s, "FluctuationRange"); getStaticParam(&mFluctuationTime_s, "FluctuationTime"); getStaticParam(&mFluctuationSpan_s, "FluctuationSpan"); getStaticParam(&mAimMaxLength_s, "AimMaxLength"); getStaticParam(&mAimOffToTarget_s, "AimOffToTarget"); getStaticParam(&mNodeName_s, "NodeName"); getStaticParam(&mNodeOffset_s, "NodeOffset"); getDynamicParam(&mAimTargetPos_d, "AimTargetPos"); } void PriestBossAimBeam::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action