#include "Game/AI/Action/actionGanonFallAttack.h" namespace uking::action { GanonFallAttack::GanonFallAttack(const InitArg& arg) : ksys::act::ai::Action(arg) {} GanonFallAttack::~GanonFallAttack() = default; bool GanonFallAttack::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void GanonFallAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void GanonFallAttack::leave_() { ksys::act::ai::Action::leave_(); } void GanonFallAttack::loadParams_() { getStaticParam(&mIsEmitShockWave_s, "IsEmitShockWave"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void GanonFallAttack::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action