#include "Game/AI/Action/actionPlayerCutHorseJump.h" namespace uking::action { PlayerCutHorseJump::PlayerCutHorseJump(const InitArg& arg) : PlayerAction(arg) {} void PlayerCutHorseJump::enter_(ksys::act::ai::InlineParamPack* params) { PlayerAction::enter_(params); } void PlayerCutHorseJump::leave_() { PlayerAction::leave_(); } void PlayerCutHorseJump::loadParams_() { getStaticParam(&mAttackRate_s, "AttackRate"); getStaticParam(&mFallSpAttackHeight_s, "FallSpAttackHeight"); getStaticParam(&mFallSpAttackRadiusMin_s, "FallSpAttackRadiusMin"); getStaticParam(&mFallSpAttackRadiusMax_s, "FallSpAttackRadiusMax"); getStaticParam(&mFallSpAttackRadiusAdd_s, "FallSpAttackRadiusAdd"); getStaticParam(&mFallSpAttackRadiusAddLSword_s, "FallSpAttackRadiusAddLSword"); getStaticParam(&mFallSpAttackCheckUnderDist_s, "FallSpAttackCheckUnderDist"); getStaticParam(&mFallSpLargeAttackRadius_s, "FallSpLargeAttackRadius"); getStaticParam(&mRumbleType_s, "RumbleType"); getStaticParam(&mRumblePowerMin_s, "RumblePowerMin"); getStaticParam(&mRumblePowerMax_s, "RumblePowerMax"); getStaticParam(&mParashawlInvalidTime_s, "ParashawlInvalidTime"); } void PlayerCutHorseJump::calc_() { PlayerAction::calc_(); } } // namespace uking::action