botw/src/Game/AI/Action/actionForkGanonBeastWeakPoi...

39 lines
1.4 KiB
C++

#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