#include "Game/AI/Action/actionForkGanonBeastWeakPoint.h" namespace uking::action { ForkGanonBeastWeakPoint::ForkGanonBeastWeakPoint(const InitArg& arg) : Fork(arg) {} ForkGanonBeastWeakPoint::~ForkGanonBeastWeakPoint() = default; bool ForkGanonBeastWeakPoint::init_(sead::Heap* heap) { return Fork::init_(heap); } void ForkGanonBeastWeakPoint::enter_(ksys::act::ai::InlineParamPack* params) { Fork::enter_(params); } void ForkGanonBeastWeakPoint::leave_() { Fork::leave_(); } void ForkGanonBeastWeakPoint::loadParams_() { Fork::loadParams_(); getStaticParam(&mTargetSlotIdx_s, "TargetSlotIdx"); getAITreeVariable(&mIsWeakPointAppearMode_a, "IsWeakPointAppearMode"); getAITreeVariable(&mWeakPointActiveFlag_a, "WeakPointActiveFlag"); getAITreeVariable(&mWeakPointAliveFlag_a, "WeakPointAliveFlag"); } void ForkGanonBeastWeakPoint::calc_() { Fork::calc_(); } } // namespace uking::action