#include "Game/Actor/Action/actionPriestBossFastWarpMove.h" namespace uking::action { PriestBossFastWarpMove::PriestBossFastWarpMove(const InitArg& arg) : PriestBossCloneFastWarp(arg) {} PriestBossFastWarpMove::~PriestBossFastWarpMove() = default; bool PriestBossFastWarpMove::init_(sead::Heap* heap) { return PriestBossCloneFastWarp::init_(heap); } void PriestBossFastWarpMove::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossCloneFastWarp::enter_(params); } void PriestBossFastWarpMove::leave_() { PriestBossCloneFastWarp::leave_(); } void PriestBossFastWarpMove::loadParams_() { PriestBossCloneFastWarp::loadParams_(); getStaticParam(&mAfterImage0AppearFrame_s, "AfterImage0AppearFrame"); getStaticParam(&mAfterImage1AppearFrame_s, "AfterImage1AppearFrame"); getStaticParam(&mAppearFrame_s, "AppearFrame"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mCurrentFrame_d, "CurrentFrame"); getDynamicParam(&mIsCloseMove_d, "IsCloseMove"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mMoveDstPos_d, "MoveDstPos"); getDynamicParam(&mAfterImage0Pos_d, "AfterImage0Pos"); getDynamicParam(&mAfterImage1Pos_d, "AfterImage1Pos"); } void PriestBossFastWarpMove::calc_() { PriestBossCloneFastWarp::calc_(); } } // namespace uking::action