#include "Game/Actor/Action/actionForkEmitShockWave.h" namespace uking::action { ForkEmitShockWave::ForkEmitShockWave(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkEmitShockWave::~ForkEmitShockWave() = default; bool ForkEmitShockWave::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkEmitShockWave::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkEmitShockWave::leave_() { ksys::act::ai::Action::leave_(); } void ForkEmitShockWave::loadParams_() { getStaticParam(&mPower_s, "Power"); getStaticParam(&mAttackIntensity_s, "AttackIntensity"); getStaticParam(&mEmitIntervalTime_s, "EmitIntervalTime"); getStaticParam(&mAtMinDamage_s, "AtMinDamage"); getStaticParam(&mMaxScale_s, "MaxScale"); getStaticParam(&mScaleTime_s, "ScaleTime"); getStaticParam(&mIsGuardPierce_s, "IsGuardPierce"); getStaticParam(&mIsForceGuardBreak_s, "IsForceGuardBreak"); getStaticParam(&mIsIniviciblePierce_s, "IsIniviciblePierce"); getStaticParam(&mIsHeavy_s, "IsHeavy"); getStaticParam(&mShockWaveActorName_s, "ShockWaveActorName"); getStaticParam(&mShockWavePartsKey_s, "ShockWavePartsKey"); } void ForkEmitShockWave::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action