#include "Game/AI/Action/actionGanonThrowFireBall.h" namespace uking::action { GanonThrowFireBall::GanonThrowFireBall(const InitArg& arg) : ksys::act::ai::Action(arg) {} GanonThrowFireBall::~GanonThrowFireBall() = default; bool GanonThrowFireBall::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void GanonThrowFireBall::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void GanonThrowFireBall::leave_() { ksys::act::ai::Action::leave_(); } void GanonThrowFireBall::loadParams_() { getStaticParam(&mInitVelocity_s, "InitVelocity"); getStaticParam(&mFireBallScale_s, "FireBallScale"); getStaticParam(&mBallAppearOffset_s, "BallAppearOffset"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mThrowPartsName_d, "ThrowPartsName"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mTargetActor_d, "TargetActor"); } void GanonThrowFireBall::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action