#include "Game/AI/Action/actionHorseRiddenByPlayer.h" namespace uking::action { HorseRiddenByPlayer::HorseRiddenByPlayer(const InitArg& arg) : ksys::act::ai::Action(arg) {} HorseRiddenByPlayer::~HorseRiddenByPlayer() = default; bool HorseRiddenByPlayer::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void HorseRiddenByPlayer::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void HorseRiddenByPlayer::leave_() { ksys::act::ai::Action::leave_(); } void HorseRiddenByPlayer::loadParams_() { getStaticParam(&mMaxAcceleration_s, "MaxAcceleration"); getStaticParam(&mSlideToCurveRatio_s, "SlideToCurveRatio"); getStaticParam(&mTiredFramesAfterGearTop_s, "TiredFramesAfterGearTop"); getStaticParam(&mCheckFramesSootheAtFirstRun_s, "CheckFramesSootheAtFirstRun"); getStaticParam(&mCheckFramesSootheAfterRun_s, "CheckFramesSootheAfterRun"); getStaticParam(&mCheckFramesSootheAfterGearTop_s, "CheckFramesSootheAfterGearTop"); getStaticParam(&mCheckFramesSootheAfterJump_s, "CheckFramesSootheAfterJump"); getStaticParam(&mCheckFramesSootheAfterResist_s, "CheckFramesSootheAfterResist"); getStaticParam(&mCheckFramesAccInputAfterResist_s, "CheckFramesAccInputAfterResist"); getStaticParam(&mMinFramesForRunSoothe_s, "MinFramesForRunSoothe"); getStaticParam(&mFamiliarityEffectDelayFrames_s, "FamiliarityEffectDelayFrames"); getStaticParam(&mChargeRecoveryFrames_s, "ChargeRecoveryFrames"); getStaticParam(&mChargeRecoveryFramesSecondly_s, "ChargeRecoveryFramesSecondly"); getStaticParam(&mChargePenaltyFrames_s, "ChargePenaltyFrames"); getStaticParam(&mSwitchFramesByTemperature_s, "SwitchFramesByTemperature"); getStaticParam(&mForwardBentFramesAtGearTop_s, "ForwardBentFramesAtGearTop"); getStaticParam(&mFallHeightForPlayingAS_s, "FallHeightForPlayingAS"); getStaticParam(&mFallHeightForPlayingASInRunning_s, "FallHeightForPlayingASInRunning"); getStaticParam(&mFallRayCastLength_s, "FallRayCastLength"); getStaticParam(&mFamiliarityThresholdOfRailTrace_s, "FamiliarityThresholdOfRailTrace"); getStaticParam(&mFamiliarityThresholdOfResist_s, "FamiliarityThresholdOfResist"); getStaticParam(&mFamiliarityThresholdOfWaitAngry_s, "FamiliarityThresholdOfWaitAngry"); getStaticParam(&mResistGearDownProbability_s, "ResistGearDownProbability"); getStaticParam(&mResistChangeSteeringProbability_s, "ResistChangeSteeringProbability"); getStaticParam(&mResistChangeSteeringMinFrames_s, "ResistChangeSteeringMinFrames"); getStaticParam(&mResistChangeSteeringMaxFrames_s, "ResistChangeSteeringMaxFrames"); getStaticParam(&mResistChangeSteeringInputRange_s, "ResistChangeSteeringInputRange"); getStaticParam(&mFramesPlayAngryWhileResist_s, "FramesPlayAngryWhileResist"); getStaticParam(&mDelayFramesResistGearDown_s, "DelayFramesResistGearDown"); getStaticParam(&mDelayFramesResistChangeSteering_s, "DelayFramesResistChangeSteering"); getStaticParam(&mStressDecBySoothe_s, "StressDecBySoothe"); getStaticParam(&mStressIncByImpossibleAcc_s, "StressIncByImpossibleAcc"); getStaticParam(&mStressIncByEnemy_s, "StressIncByEnemy"); getStaticParam(&mStressIncByDamage_s, "StressIncByDamage"); } void HorseRiddenByPlayer::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action