#include "Game/AI/Action/actionEnemyRigidBodyDieBase.h" namespace uking::action { EnemyRigidBodyDieBase::EnemyRigidBodyDieBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} EnemyRigidBodyDieBase::~EnemyRigidBodyDieBase() = default; bool EnemyRigidBodyDieBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EnemyRigidBodyDieBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EnemyRigidBodyDieBase::leave_() { ksys::act::ai::Action::leave_(); } void EnemyRigidBodyDieBase::loadParams_() { getAITreeVariable(&mForceSetDropPos_a, "ForceSetDropPos"); } void EnemyRigidBodyDieBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action