#include "Game/AI/Action/actionPriestBossClonesSpawnForDemo.h" namespace uking::action { PriestBossClonesSpawnForDemo::PriestBossClonesSpawnForDemo(const InitArg& arg) : ksys::act::ai::Action(arg) {} PriestBossClonesSpawnForDemo::~PriestBossClonesSpawnForDemo() = default; bool PriestBossClonesSpawnForDemo::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void PriestBossClonesSpawnForDemo::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void PriestBossClonesSpawnForDemo::leave_() { ksys::act::ai::Action::leave_(); } void PriestBossClonesSpawnForDemo::loadParams_() { getDynamicParam(&mDurationFrame_d, "DurationFrame"); getDynamicParam(&mDecelerationFrame_d, "DecelerationFrame"); getDynamicParam(&mASName_d, "ASName"); getDynamicParam(&mOffset_d, "Offset"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } void PriestBossClonesSpawnForDemo::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action