#include "Game/Actor/AI/aiWithoutWeaponArrow.h" namespace uking::ai { WithoutWeaponArrow::WithoutWeaponArrow(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WithoutWeaponArrow::~WithoutWeaponArrow() = default; bool WithoutWeaponArrow::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WithoutWeaponArrow::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WithoutWeaponArrow::leave_() { ksys::act::ai::Ai::leave_(); } void WithoutWeaponArrow::loadParams_() { getStaticParam(&mAtAttr_s, "AtAttr"); getStaticParam(&mStickTime_s, "StickTime"); getStaticParam(&mAccel_s, "Accel"); getStaticParam(&mAimSpeed_s, "AimSpeed"); getStaticParam(&mFallAccel_s, "FallAccel"); getStaticParam(&mFallAimSpeed_s, "FallAimSpeed"); getStaticParam(&mGravity_s, "Gravity"); getStaticParam(&mAtRange_s, "AtRange"); getStaticParam(&mAtImpulse_s, "AtImpulse"); getStaticParam(&mAtImpact_s, "AtImpact"); getStaticParam(&mReflectDamageRate_s, "ReflectDamageRate"); getStaticParam(&mCanReflect_s, "CanReflect"); getStaticParam(&mIsReflectToParent_s, "IsReflectToParent"); getStaticParam(&mIsDelete_s, "IsDelete"); getStaticParam(&mIsBreakIceBlock_s, "IsBreakIceBlock"); getStaticParam(&mIsAtHitPlayerIgnore_s, "IsAtHitPlayerIgnore"); getStaticParam(&mIsDeleteAtHit_s, "IsDeleteAtHit"); getStaticParam(&mBindNodeName_s, "BindNodeName"); getStaticParam(&mCallHitSEKey_s, "CallHitSEKey"); getStaticParam(&mReflectOffset_s, "ReflectOffset"); getStaticParam(&mRotOffset_s, "RotOffset"); getStaticParam(&mTransOffset_s, "TransOffset"); getMapUnitParam(&mAtMinDamage_m, "AtMinDamage"); getMapUnitParam(&mAttackPower_m, "AttackPower"); } } // namespace uking::ai