#include "Game/AI/Action/actionLastBossFlyWait.h" namespace uking::action { LastBossFlyWait::LastBossFlyWait(const InitArg& arg) : ksys::act::ai::Action(arg) {} LastBossFlyWait::~LastBossFlyWait() = default; bool LastBossFlyWait::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void LastBossFlyWait::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void LastBossFlyWait::leave_() { ksys::act::ai::Action::leave_(); } void LastBossFlyWait::loadParams_() { getStaticParam(&mDamageCounter_s, "DamageCounter"); getStaticParam(&mAmplitude_s, "Amplitude"); getStaticParam(&mTime_s, "Time"); getStaticParam(&mMoveRate_s, "MoveRate"); getStaticParam(&mEndTime_s, "EndTime"); getStaticParam(&mEndTimeRandRange_s, "EndTimeRandRange"); getStaticParam(&mBaseYOffset_s, "BaseYOffset"); getStaticParam(&mIsChemicalOff_s, "IsChemicalOff"); getStaticParam(&mWaitAS_s, "WaitAS"); getDynamicParam(&mIsResetEndTime_d, "IsResetEndTime"); } void LastBossFlyWait::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action