#include "Game/AI/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