#include "Game/Actor/AI/aiBigCannon.h" namespace uking::ai { BigCannon::BigCannon(const InitArg& arg) : ksys::act::ai::Ai(arg) {} BigCannon::~BigCannon() = default; bool BigCannon::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void BigCannon::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void BigCannon::leave_() { ksys::act::ai::Ai::leave_(); } void BigCannon::loadParams_() { getStaticParam(&mRotRadAccel_s, "RotRadAccel"); getStaticParam(&mRotBrake_s, "RotBrake"); getStaticParam(&mShotCannonBallScale_s, "ShotCannonBallScale"); getStaticParam(&mIsDrawDebug_s, "IsDrawDebug"); getStaticParam(&mIsUseShotNodeAngle_s, "IsUseShotNodeAngle"); getStaticParam(&mActName_s, "ActName"); getStaticParam(&mShotNodeName_s, "ShotNodeName"); getStaticParam(&mOffset_s, "Offset"); getMapUnitParam(&mTiltAngle_m, "TiltAngle"); getMapUnitParam(&mTiltAngularSpeed_m, "TiltAngularSpeed"); getMapUnitParam(&mAngle_m, "Angle"); getMapUnitParam(&mSpeed_m, "Speed"); getMapUnitParam(&mActorName_m, "ActorName"); } } // namespace uking::ai