#include "Game/AI/Action/actionPriestBossBeamMove.h" namespace uking::action { PriestBossBeamMove::PriestBossBeamMove(const InitArg& arg) : ksys::act::ai::Action(arg) {} PriestBossBeamMove::~PriestBossBeamMove() = default; bool PriestBossBeamMove::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void PriestBossBeamMove::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void PriestBossBeamMove::leave_() { ksys::act::ai::Action::leave_(); } void PriestBossBeamMove::loadParams_() { getStaticParam(&mAtMinDamage_s, "AtMinDamage"); getStaticParam(&mShieldDamage_s, "ShieldDamage"); getStaticParam(&mContactWaitFrame_s, "ContactWaitFrame"); getStaticParam(&mReflectDeccel_s, "ReflectDeccel"); getMapUnitParam(&mAttackPower_m, "AttackPower"); getMapUnitParam(&mAttackPowerForPlayer_m, "AttackPowerForPlayer"); getMapUnitParam(&mPosOffset_m, "PosOffset"); } void PriestBossBeamMove::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action