#include "Game/AI/Action/actionForkGanonBeastWeakPointCheck.h" namespace uking::action { ForkGanonBeastWeakPointCheck::ForkGanonBeastWeakPointCheck(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkGanonBeastWeakPointCheck::~ForkGanonBeastWeakPointCheck() = default; bool ForkGanonBeastWeakPointCheck::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkGanonBeastWeakPointCheck::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkGanonBeastWeakPointCheck::leave_() { ksys::act::ai::Action::leave_(); } void ForkGanonBeastWeakPointCheck::loadParams_() { getStaticParam(&mASSlot_s, "ASSlot"); getStaticParam(&mLastWeakCounter_s, "LastWeakCounter"); getStaticParam(&mLastWeakSlowEndSafeTime_s, "LastWeakSlowEndSafeTime"); getAITreeVariable(&mLastDamageWeakPointIdx_a, "LastDamageWeakPointIdx"); getAITreeVariable(&mIsWeakPointAppearMode_a, "IsWeakPointAppearMode"); getAITreeVariable(&mWeakPointActiveFlag_a, "WeakPointActiveFlag"); getAITreeVariable(&mWeakPointAliveFlag_a, "WeakPointAliveFlag"); getAITreeVariable(&mGanonBeastWeakPointXLinkHandle_a, "GanonBeastWeakPointXLinkHandle"); getAITreeVariable(&mWeakPointCounter_a, "WeakPointCounter"); } void ForkGanonBeastWeakPointCheck::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action