#include "Game/AI/Action/actionStalEnemyHeadShotReaction.h" namespace uking::action { StalEnemyHeadShotReaction::StalEnemyHeadShotReaction(const InitArg& arg) : ActionWithPosAngReduce(arg) {} StalEnemyHeadShotReaction::~StalEnemyHeadShotReaction() = default; bool StalEnemyHeadShotReaction::init_(sead::Heap* heap) { return ActionWithPosAngReduce::init_(heap); } void StalEnemyHeadShotReaction::enter_(ksys::act::ai::InlineParamPack* params) { ActionWithPosAngReduce::enter_(params); } void StalEnemyHeadShotReaction::leave_() { ActionWithPosAngReduce::leave_(); } void StalEnemyHeadShotReaction::loadParams_() { ActionWithPosAngReduce::loadParams_(); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mRotSpd_s, "RotSpd"); getStaticParam(&mUseAddVec_s, "UseAddVec"); getStaticParam(&mIsTgOff_s, "IsTgOff"); getStaticParam(&mIsDropWeapon_s, "IsDropWeapon"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mASName_s, "ASName"); getStaticParam(&mHeadBoneKey_s, "HeadBoneKey"); getStaticParam(&mAddVec_s, "AddVec"); getStaticParam(&mRotVec_s, "RotVec"); } void StalEnemyHeadShotReaction::calc_() { ActionWithPosAngReduce::calc_(); } } // namespace uking::action