#include "Game/AI/Action/actionEmitEffectLoopAction.h" namespace uking::action { EmitEffectLoopAction::EmitEffectLoopAction(const InitArg& arg) : ksys::act::ai::Action(arg) {} EmitEffectLoopAction::~EmitEffectLoopAction() = default; bool EmitEffectLoopAction::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void EmitEffectLoopAction::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void EmitEffectLoopAction::leave_() { ksys::act::ai::Action::leave_(); } void EmitEffectLoopAction::loadParams_() { getDynamicParam(&mScale_d, "Scale"); getDynamicParam(&mX_d, "X"); getDynamicParam(&mY_d, "Y"); getDynamicParam(&mZ_d, "Z"); getDynamicParam(&mRX_d, "RX"); getDynamicParam(&mRY_d, "RY"); getDynamicParam(&mRZ_d, "RZ"); getDynamicParam(&mR_d, "R"); getDynamicParam(&mG_d, "G"); getDynamicParam(&mB_d, "B"); getDynamicParam(&mA_d, "A"); getDynamicParam(&mOverWrite_d, "OverWrite"); getDynamicParam(&mNoFade_d, "NoFade"); getDynamicParam(&mActor_d, "Actor"); getDynamicParam(&mInstanceName_d, "InstanceName"); getDynamicParam(&mELinkKey_d, "ELinkKey"); getDynamicParam(&mOption_d, "Option"); getDynamicParam(&mCutChangeReset_d, "CutChangeReset"); } void EmitEffectLoopAction::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action