#include "Game/AI/Action/actionRemainsWaterChaseBulletFall.h" namespace uking::action { RemainsWaterChaseBulletFall::RemainsWaterChaseBulletFall(const InitArg& arg) : ksys::act::ai::Action(arg) {} RemainsWaterChaseBulletFall::~RemainsWaterChaseBulletFall() = default; bool RemainsWaterChaseBulletFall::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void RemainsWaterChaseBulletFall::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void RemainsWaterChaseBulletFall::leave_() { ksys::act::ai::Action::leave_(); } void RemainsWaterChaseBulletFall::loadParams_() { getStaticParam(&mEndTimer_s, "EndTimer"); getStaticParam(&mInWaterDepth_s, "InWaterDepth"); getStaticParam(&mSetVelocity_s, "SetVelocity"); getStaticParam(&mSetVelocityFromWeapon_s, "SetVelocityFromWeapon"); } void RemainsWaterChaseBulletFall::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action