#include "Game/Actor/AI/aiWolfLinkSeqAttack.h" namespace uking::ai { WolfLinkSeqAttack::WolfLinkSeqAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} WolfLinkSeqAttack::~WolfLinkSeqAttack() = default; bool WolfLinkSeqAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void WolfLinkSeqAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void WolfLinkSeqAttack::leave_() { ksys::act::ai::Ai::leave_(); } void WolfLinkSeqAttack::loadParams_() { getStaticParam(&mDistBeginAttackAnimation_s, "DistBeginAttackAnimation"); getStaticParam(&mAngleReqBeginAttackAnimationMin_s, "AngleReqBeginAttackAnimationMin"); getStaticParam(&mAngleReqBeginAttackAnimationMax_s, "AngleReqBeginAttackAnimationMax"); getStaticParam(&mPlayOnMissAI_s, "PlayOnMissAI"); getStaticParam(&mChargeChainAttackOnHit_s, "ChargeChainAttackOnHit"); } } // namespace uking::ai