#include "Game/AI/Action/actionWarpPlayerToAnchorGimmickReset.h" namespace uking::action { WarpPlayerToAnchorGimmickReset::WarpPlayerToAnchorGimmickReset(const InitArg& arg) : ksys::act::ai::Action(arg) {} WarpPlayerToAnchorGimmickReset::~WarpPlayerToAnchorGimmickReset() = default; bool WarpPlayerToAnchorGimmickReset::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void WarpPlayerToAnchorGimmickReset::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void WarpPlayerToAnchorGimmickReset::leave_() { ksys::act::ai::Action::leave_(); } void WarpPlayerToAnchorGimmickReset::loadParams_() { getStaticParam(&mWaitFrameAfterReset_s, "WaitFrameAfterReset"); getMapUnitParam(&mAnchorName_m, "AnchorName"); getMapUnitParam(&mAnchorUniqueName_m, "AnchorUniqueName"); } void WarpPlayerToAnchorGimmickReset::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action