#include "Game/AI/Action/actionSwitchPlayerEquipment.h" namespace uking::action { SwitchPlayerEquipment::SwitchPlayerEquipment(const InitArg& arg) : ksys::act::ai::Action(arg) {} SwitchPlayerEquipment::~SwitchPlayerEquipment() = default; bool SwitchPlayerEquipment::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void SwitchPlayerEquipment::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void SwitchPlayerEquipment::leave_() { ksys::act::ai::Action::leave_(); } void SwitchPlayerEquipment::loadParams_() { getDynamicParam(&mUnequipWeapon_d, "UnequipWeapon"); getDynamicParam(&mUnequipShield_d, "UnequipShield"); getDynamicParam(&mUnequipBow_d, "UnequipBow"); getDynamicParam(&mUnequipArmorHead_d, "UnequipArmorHead"); getDynamicParam(&mUnequipArmorUpper_d, "UnequipArmorUpper"); getDynamicParam(&mUnequipArmorLower_d, "UnequipArmorLower"); getDynamicParam(&mPorchItemName_Weapon_d, "PorchItemName_Weapon"); getDynamicParam(&mPorchItemName_Shield_d, "PorchItemName_Shield"); getDynamicParam(&mPorchItemName_Bow_d, "PorchItemName_Bow"); getDynamicParam(&mPorchItemName_ArmorHead_d, "PorchItemName_ArmorHead"); getDynamicParam(&mPorchItemName_ArmorUpper_d, "PorchItemName_ArmorUpper"); getDynamicParam(&mPorchItemName_ArmorLower_d, "PorchItemName_ArmorLower"); getDynamicParam(&mPorchItemName_Arrow_d, "PorchItemName_Arrow"); } void SwitchPlayerEquipment::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action