#include "Game/AI/Action/actionRemainsWaterBulletAction.h" namespace uking::action { RemainsWaterBulletAction::RemainsWaterBulletAction(const InitArg& arg) : ksys::act::ai::Action(arg) {} RemainsWaterBulletAction::~RemainsWaterBulletAction() = default; bool RemainsWaterBulletAction::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void RemainsWaterBulletAction::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void RemainsWaterBulletAction::leave_() { ksys::act::ai::Action::leave_(); } void RemainsWaterBulletAction::loadParams_() { getStaticParam(&mSignASFrame_s, "SignASFrame"); getStaticParam(&mMaxRotSpd_s, "MaxRotSpd"); getStaticParam(&mMinRotSpd_s, "MinRotSpd"); getStaticParam(&mEndTimer_s, "EndTimer"); getStaticParam(&mIgnroeWater_s, "IgnroeWater"); getStaticParam(&mIgnoreGravity_s, "IgnoreGravity"); getStaticParam(&mUseParentRevDirRot_s, "UseParentRevDirRot"); getStaticParam(&mSignASName_s, "SignASName"); } void RemainsWaterBulletAction::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action