#include "Game/Actor/Action/actionWindCutter.h" namespace uking::action { WindCutter::WindCutter(const InitArg& arg) : EmitAttackBase(arg) {} WindCutter::~WindCutter() = default; bool WindCutter::init_(sead::Heap* heap) { return EmitAttackBase::init_(heap); } void WindCutter::enter_(ksys::act::ai::InlineParamPack* params) { EmitAttackBase::enter_(params); } void WindCutter::leave_() { EmitAttackBase::leave_(); } void WindCutter::loadParams_() { EmitAttackBase::loadParams_(); getStaticParam(&mLevelAtkMult_s, "LevelAtkMult"); getStaticParam(&mLevelBaseScaleAdd_s, "LevelBaseScaleAdd"); getStaticParam(&mLevelRangeMult_s, "LevelRangeMult"); getStaticParam(&mLevelScaleMult_s, "LevelScaleMult"); getStaticParam(&mIsLevelOneScaleOne_s, "IsLevelOneScaleOne"); getMapUnitParam(&mAttackLevel_m, "AttackLevel"); getMapUnitParam(&mAttackDirType_m, "AttackDirType"); getAITreeVariable(&mAttackAttrEventKill_a, "AttackAttrEventKill"); } void WindCutter::calc_() { EmitAttackBase::calc_(); } } // namespace uking::action