#include "Game/Actor/AI/aiWolfLinkChainAttack.h" namespace uking::ai { WolfLinkChainAttack::WolfLinkChainAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WolfLinkChainAttack::~WolfLinkChainAttack() = default; bool WolfLinkChainAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WolfLinkChainAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WolfLinkChainAttack::leave_() { ksys::act::ai::Ai::leave_(); } void WolfLinkChainAttack::loadParams_() { getStaticParam(&mNumAttacks_s, "NumAttacks"); getStaticParam(&mAnimalUnitRate_s, "AnimalUnitRate"); getStaticParam(&mBeginEndAnimASPlayRate_s, "BeginEndAnimASPlayRate"); getStaticParam(&mTurnAnimPlayRate_s, "TurnAnimPlayRate"); getStaticParam(&mAttackAnimPlayRate_s, "AttackAnimPlayRate"); getStaticParam(&mAttackAnimMinDistance_s, "AttackAnimMinDistance"); getStaticParam(&mAttackDistanceOffset_s, "AttackDistanceOffset"); getStaticParam(&mIsInvincible_s, "IsInvincible"); getStaticParam(&mIsIncrementHitOnMiss_s, "IsIncrementHitOnMiss"); } } // namespace uking::ai