#include "Game/Actor/AI/aiViewWaitEndWhenAimed.h" namespace uking::ai { ViewWaitEndWhenAimed::ViewWaitEndWhenAimed(const InitArg& arg) : TimeredViewWait(arg) {} ViewWaitEndWhenAimed::~ViewWaitEndWhenAimed() = default; bool ViewWaitEndWhenAimed::init_(sead::Heap* heap) { return TimeredViewWait::init_(heap); } void ViewWaitEndWhenAimed::enter_(ksys::act::ai::InlineParamPack* params) { TimeredViewWait::enter_(params); } void ViewWaitEndWhenAimed::leave_() { TimeredViewWait::leave_(); } void ViewWaitEndWhenAimed::loadParams_() { TimeredViewWait::loadParams_(); getStaticParam(&mEndTime_s, "EndTime"); getStaticParam(&mAimedAngle_s, "AimedAngle"); getStaticParam(&mBowRange_s, "BowRange"); getStaticParam(&mBoneName_s, "BoneName"); } } // namespace uking::ai