#include "Game/AI/Action/actionReflectThrown.h" namespace uking::action { ReflectThrown::ReflectThrown(const InitArg& arg) : ksys::act::ai::Action(arg) {} ReflectThrown::~ReflectThrown() = default; bool ReflectThrown::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ReflectThrown::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ReflectThrown::leave_() { ksys::act::ai::Action::leave_(); } void ReflectThrown::loadParams_() { getStaticParam(&mReactionLevel_s, "ReactionLevel"); getStaticParam(&mFinishWaterDepth_s, "FinishWaterDepth"); getDynamicParam(&mPower_d, "Power"); getDynamicParam(&mTargetDir_d, "TargetDir"); getAITreeVariable(&mIsReflectThrownBullet_a, "IsReflectThrownBullet"); } void ReflectThrown::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action