#include "Game/AI/Action/actionChemicalAttack.h" namespace uking::action { ChemicalAttack::ChemicalAttack(const InitArg& arg) : ksys::act::ai::Action(arg) {} ChemicalAttack::~ChemicalAttack() = default; bool ChemicalAttack::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ChemicalAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ChemicalAttack::leave_() { ksys::act::ai::Action::leave_(); } void ChemicalAttack::loadParams_() { getStaticParam(&mAttackIntensity_s, "AttackIntensity"); getStaticParam(&mAttackMinPower_s, "AttackMinPower"); getMapUnitParam(&mAttackPower_m, "AttackPower"); getMapUnitParam(&mAttackPowerForPlayer_m, "AttackPowerForPlayer"); getMapUnitParam(&mScaleTime_m, "ScaleTime"); getMapUnitParam(&mRange_m, "Range"); getMapUnitParam(&mRigidBodyName_m, "RigidBodyName"); } void ChemicalAttack::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action