#include "Game/Actor/Action/actionFlyingBirdDie.h" namespace uking::action { FlyingBirdDie::FlyingBirdDie(const InitArg& arg) : FlyingActorDamageBase(arg) {} FlyingBirdDie::~FlyingBirdDie() = default; bool FlyingBirdDie::init_(sead::Heap* heap) { return FlyingActorDamageBase::init_(heap); } void FlyingBirdDie::enter_(ksys::act::ai::InlineParamPack* params) { FlyingActorDamageBase::enter_(params); } void FlyingBirdDie::leave_() { FlyingActorDamageBase::leave_(); } void FlyingBirdDie::loadParams_() { FlyingActorDamageBase::loadParams_(); getStaticParam(&mEnableHitGroundCheckTimer_s, "EnableHitGroundCheckTimer"); getStaticParam(&mIsChangeStateFallOnce_s, "IsChangeStateFallOnce"); } void FlyingBirdDie::calc_() { FlyingActorDamageBase::calc_(); } } // namespace uking::action