#include "Game/Actor/AI/aiDashAndAttack.h" namespace uking::ai { DashAndAttack::DashAndAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} DashAndAttack::~DashAndAttack() = default; bool DashAndAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void DashAndAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void DashAndAttack::leave_() { ksys::act::ai::Ai::leave_(); } void DashAndAttack::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mAttackFrame_s, "AttackFrame"); getStaticParam(&mOffsetLR_s, "OffsetLR"); getStaticParam(&mAttackRange_s, "AttackRange"); getStaticParam(&mTiredAngle_s, "TiredAngle"); getStaticParam(&mTargetSpeedClampMax_s, "TargetSpeedClampMax"); getStaticParam(&mIsAbleSkipNear_s, "IsAbleSkipNear"); getDynamicParam(&mTargetPos_d, "TargetPos"); getDynamicParam(&mTargetVel_d, "TargetVel"); } } // namespace uking::ai