#include "Game/AI/Action/actionEventCheckAndCreateEquip.h" namespace uking::action { EventCheckAndCreateEquip::EventCheckAndCreateEquip(const InitArg& arg) : ksys::act::ai::Action(arg) {} EventCheckAndCreateEquip::~EventCheckAndCreateEquip() = default; bool EventCheckAndCreateEquip::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EventCheckAndCreateEquip::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EventCheckAndCreateEquip::leave_() { ksys::act::ai::Action::leave_(); } void EventCheckAndCreateEquip::loadParams_() { getDynamicParam(&mSharpWeaponAddValue_d, "SharpWeaponAddValue"); getDynamicParam(&mSharpWeaponAddType_d, "SharpWeaponAddType"); getDynamicParam(&mTargetActorName_d, "TargetActorName"); } void EventCheckAndCreateEquip::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action