#include "Game/AI/Action/actionGanonWeaponNearAttack.h" namespace uking::action { GanonWeaponNearAttack::GanonWeaponNearAttack(const InitArg& arg) : ksys::act::ai::Action(arg) {} GanonWeaponNearAttack::~GanonWeaponNearAttack() = default; bool GanonWeaponNearAttack::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void GanonWeaponNearAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void GanonWeaponNearAttack::leave_() { ksys::act::ai::Action::leave_(); } void GanonWeaponNearAttack::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mAttackPower_s, "AttackPower"); getStaticParam(&mAtkMinPower_s, "AtkMinPower"); getStaticParam(&mAtAttr_s, "AtAttr"); getStaticParam(&mJustAvoidSideDist_s, "JustAvoidSideDist"); getStaticParam(&mJustAvoidBackDist_s, "JustAvoidBackDist"); getStaticParam(&mJustAvoidAngle_s, "JustAvoidAngle"); getStaticParam(&mAttackCancelDist_s, "AttackCancelDist"); getStaticParam(&mAttackCancelAng_s, "AttackCancelAng"); getStaticParam(&mBattleNodeOffsetLR_s, "BattleNodeOffsetLR"); getStaticParam(&mBattleNodeOffsetUD_s, "BattleNodeOffsetUD"); getStaticParam(&mIsGuardPierce_s, "IsGuardPierce"); getStaticParam(&mIsGuardBreak_s, "IsGuardBreak"); getStaticParam(&mASName_s, "ASName"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void GanonWeaponNearAttack::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action