#include "Game/AI/Action/actionPlayerSlippingDown.h" namespace uking::action { PlayerSlippingDown::PlayerSlippingDown(const InitArg& arg) : ksys::act::ai::Action(arg) {} PlayerSlippingDown::~PlayerSlippingDown() = default; bool PlayerSlippingDown::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void PlayerSlippingDown::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void PlayerSlippingDown::leave_() { ksys::act::ai::Action::leave_(); } void PlayerSlippingDown::loadParams_() { getStaticParam(&mDamageInterval_s, "DamageInterval"); getStaticParam(&mDamageVal_s, "DamageVal"); getStaticParam(&mChangeableInterval_s, "ChangeableInterval"); getStaticParam(&mChangeableIntervalInAir_s, "ChangeableIntervalInAir"); getStaticParam(&mEnableSpeedDamage_s, "EnableSpeedDamage"); getDynamicParam(&mInitAddLinearImpulse_d, "InitAddLinearImpulse"); getDynamicParam(&mInitAddRollImpulse_d, "InitAddRollImpulse"); getDynamicParam(&mIsAddImpulse_d, "IsAddImpulse"); } void PlayerSlippingDown::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action