#include "Game/AI/Action/actionLastBossPostNormalWarp.h" namespace uking::action { LastBossPostNormalWarp::LastBossPostNormalWarp(const InitArg& arg) : ksys::act::ai::Action(arg) {} LastBossPostNormalWarp::~LastBossPostNormalWarp() = default; bool LastBossPostNormalWarp::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void LastBossPostNormalWarp::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void LastBossPostNormalWarp::leave_() { ksys::act::ai::Action::leave_(); } void LastBossPostNormalWarp::loadParams_() { getStaticParam(&mWaitTime_s, "WaitTime"); getStaticParam(&mNoCryAnime_s, "NoCryAnime"); getStaticParam(&mIsTurnToTarget_s, "IsTurnToTarget"); getStaticParam(&mIsCheckDistFromTarget_s, "IsCheckDistFromTarget"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mIsKeepDisableDraw_d, "IsKeepDisableDraw"); getDynamicParam(&mIsPartsActorTgOn_d, "IsPartsActorTgOn"); getDynamicParam(&mIsPartsWarpEffectSync_d, "IsPartsWarpEffectSync"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void LastBossPostNormalWarp::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action