#include "Game/Actor/Action/actionBeamNeckSpin.h" namespace uking::action { BeamNeckSpin::BeamNeckSpin(const InitArg& arg) : NeckSpin(arg) {} BeamNeckSpin::~BeamNeckSpin() = default; bool BeamNeckSpin::init_(sead::Heap* heap) { return NeckSpin::init_(heap); } void BeamNeckSpin::enter_(ksys::act::ai::InlineParamPack* params) { NeckSpin::enter_(params); } void BeamNeckSpin::leave_() { NeckSpin::leave_(); } void BeamNeckSpin::loadParams_() { NeckSpin::loadParams_(); getStaticParam(&mBeamRange_s, "BeamRange"); getStaticParam(&mBeamBoneName_s, "BeamBoneName"); getStaticParam(&mBeamActorKey_s, "BeamActorKey"); getStaticParam(&mBeamActorName_s, "BeamActorName"); getStaticParam(&mMuzzleOffset_s, "MuzzleOffset"); getStaticParam(&mBeamDirection_s, "BeamDirection"); getMapUnitParam(&mBeamRange_m, "BeamRange"); } void BeamNeckSpin::calc_() { NeckSpin::calc_(); } } // namespace uking::action