#include "Game/AI/Action/actionBackseatKorokLight.h" namespace uking::action { BackseatKorokLight::BackseatKorokLight(const InitArg& arg) : ksys::act::ai::Action(arg) {} BackseatKorokLight::~BackseatKorokLight() = default; bool BackseatKorokLight::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void BackseatKorokLight::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void BackseatKorokLight::leave_() { ksys::act::ai::Action::leave_(); } void BackseatKorokLight::loadParams_() { getStaticParam(&mAppearDist_s, "AppearDist"); getStaticParam(&mDisappearDist_s, "DisappearDist"); getStaticParam(&mGroundWaitASName_s, "GroundWaitASName"); getStaticParam(&mGroundAppearASName_s, "GroundAppearASName"); getStaticParam(&mGroundDisappearASName_s, "GroundDisappearASName"); getStaticParam(&mFlyWaitASName_s, "FlyWaitASName"); getStaticParam(&mFlyAppearASName_s, "FlyAppearASName"); getStaticParam(&mFlyDisappearASName_s, "FlyDisappearASName"); getMapUnitParam(&mPlacementType_m, "PlacementType"); } void BackseatKorokLight::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action