#include "Game/AI/Action/actionCollaboShootingStartFlying.h" namespace uking::action { CollaboShootingStartFlying::CollaboShootingStartFlying(const InitArg& arg) : ksys::act::ai::Action(arg) {} CollaboShootingStartFlying::~CollaboShootingStartFlying() = default; bool CollaboShootingStartFlying::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void CollaboShootingStartFlying::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void CollaboShootingStartFlying::leave_() { ksys::act::ai::Action::leave_(); } void CollaboShootingStartFlying::loadParams_() { getStaticParam(&mInitialVelocityMax_s, "InitialVelocityMax"); getStaticParam(&mInitialVelocityMin_s, "InitialVelocityMin"); getStaticParam(&mLookSuccessRate_s, "LookSuccessRate"); getAITreeVariable(&mCollaboShootingStarId_a, "CollaboShootingStarId"); // FIXME: CALL _ZN4sead14SafeStringBaseIcEaSERKS1_ @ 0x7100b0caa0 // FIXME: CALL _ZNK4sead14SafeStringBaseIcE22assureTerminationImpl_Ev @ 0x89 // FIXME: CALL _ZN4sead9HashCRC3214calcStringHashEPKc @ 0x7100b2170c } void CollaboShootingStartFlying::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action