#include "Game/AI/Action/actionPunchAttack.h" namespace uking::action { PunchAttack::PunchAttack(const InitArg& arg) : ActionWithAS(arg) {} PunchAttack::~PunchAttack() = default; bool PunchAttack::init_(sead::Heap* heap) { return ActionWithAS::init_(heap); } void PunchAttack::enter_(ksys::act::ai::InlineParamPack* params) { ActionWithAS::enter_(params); } void PunchAttack::leave_() { ActionWithAS::leave_(); } void PunchAttack::loadParams_() { ActionWithPosAngReduce::loadParams_(); getStaticParam(&mAttackIntensity_s, "AttackIntensity"); getStaticParam(&mIsGuardPierce_s, "IsGuardPierce"); getStaticParam(&mIsForceGuardBreak_s, "IsForceGuardBreak"); getStaticParam(&mIsIniviciblePierce_s, "IsIniviciblePierce"); getStaticParam(&mIsImpulseLarge_s, "IsImpulseLarge"); getStaticParam(&mIsHeavy_s, "IsHeavy"); getStaticParam(&mIsHammer_s, "IsHammer"); getStaticParam(&mASName_s, "ASName"); // FIXME: CALL _ZN4sead17StringBuilderBaseIcE6formatEPKcz @ 0x7100b0d550 // FIXME: CALL _ZN4sead17StringBuilderBaseIcE6formatEPKcz @ 0x7100b0d550 // FIXME: CALL _ZN4sead17StringBuilderBaseIcE6formatEPKcz @ 0x7100b0d550 } void PunchAttack::calc_() { ActionWithAS::calc_(); } } // namespace uking::action