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#include "Game/Actor/Horse/Action/actionHorseWaitForEventAction.h"
namespace uking::action {
HorseWaitForEventAction::HorseWaitForEventAction(const InitArg& arg) : ksys::act::ai::Action(arg) {}
HorseWaitForEventAction::~HorseWaitForEventAction() = default;
bool HorseWaitForEventAction::init_(sead::Heap* heap) {
return ksys::act::ai::Action::init_(heap);
}
void HorseWaitForEventAction::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Action::enter_(params);
}
void HorseWaitForEventAction::leave_() {
ksys::act::ai::Action::leave_();
}
void HorseWaitForEventAction::loadParams_() {
getDynamicParam(&mIsAngryEnable_d, "IsAngryEnable");
getDynamicParam(&mIsEatEnable_d, "IsEatEnable");
getDynamicParam(&mIsLoveEnable_d, "IsLoveEnable");
getDynamicParam(&mHasToCue_d, "HasToCue");
getDynamicParam(&mIsNoMorph_d, "IsNoMorph");
}
void HorseWaitForEventAction::calc_() {
ksys::act::ai::Action::calc_();
}
} // namespace uking::action
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