#include "Game/AI/Action/actionRemainElectricCannonBeamFire.h" namespace uking::action { RemainElectricCannonBeamFire::RemainElectricCannonBeamFire(const InitArg& arg) : ksys::act::ai::Action(arg) {} RemainElectricCannonBeamFire::~RemainElectricCannonBeamFire() = default; bool RemainElectricCannonBeamFire::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void RemainElectricCannonBeamFire::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void RemainElectricCannonBeamFire::leave_() { ksys::act::ai::Action::leave_(); } void RemainElectricCannonBeamFire::loadParams_() { getStaticParam(&mAtkDamage_s, "AtkDamage"); getStaticParam(&mMinDamage_s, "MinDamage"); getDynamicParam(&mIsProtected_d, "IsProtected"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mSafePos_d, "SafePos"); } void RemainElectricCannonBeamFire::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action