#include "Game/AI/Action/actionStalEnemyDie.h" namespace uking::action { StalEnemyDie::StalEnemyDie(const InitArg& arg) : ksys::act::ai::Action(arg) {} StalEnemyDie::~StalEnemyDie() = default; bool StalEnemyDie::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void StalEnemyDie::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void StalEnemyDie::leave_() { ksys::act::ai::Action::leave_(); } void StalEnemyDie::loadParams_() { getStaticParam(&mTime_s, "Time"); getStaticParam(&mAngReduceRatio_s, "AngReduceRatio"); getStaticParam(&mPosReduceRatio_s, "PosReduceRatio"); getStaticParam(&mForceDropWeapon_s, "ForceDropWeapon"); getStaticParam(&mPreDieASName_s, "PreDieASName"); getStaticParam(&mASName_s, "ASName"); getStaticParam(&mPosBaseRagdollName_s, "PosBaseRagdollName"); getStaticParam(&mEnableConstraintName_s, "EnableConstraintName"); } void StalEnemyDie::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action