#include "Game/Actor/Player/AI/aiPlayerRideHorse.h" namespace uking::ai { PlayerRideHorse::PlayerRideHorse(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PlayerRideHorse::~PlayerRideHorse() = default; bool PlayerRideHorse::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PlayerRideHorse::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PlayerRideHorse::leave_() { ksys::act::ai::Ai::leave_(); } void PlayerRideHorse::loadParams_() { getStaticParam(&mDoForbidTime_s, "DoForbidTime"); getStaticParam(&mThrowPowerY_s, "ThrowPowerY"); getStaticParam(&mThrowPowerF_s, "ThrowPowerF"); getStaticParam(&mBackDismountSpeed_s, "BackDismountSpeed"); getStaticParam(&mWaistAngleApplyRateFoward_s, "WaistAngleApplyRateFoward"); getStaticParam(&mWaistAngleApplyRateBack_s, "WaistAngleApplyRateBack"); getStaticParam(&mMoveNoise_s, "MoveNoise"); getStaticParam(&mSwordAttackNoise_s, "SwordAttackNoise"); getStaticParam(&mAimAngleAddApplyAngle_s, "AimAngleAddApplyAngle"); getStaticParam(&mAimAngleAdd_s, "AimAngleAdd"); getStaticParam(&mAimAngleAddApplySpeed_s, "AimAngleAddApplySpeed"); getStaticParam(&mLowerAngleWaitTime_s, "LowerAngleWaitTime"); getDynamicParam(&mHasToPlayRidingOnAS_d, "HasToPlayRidingOnAS"); getStaticParam(&mLynelRodeoCutNum_s, "LynelRodeoCutNum"); } } // namespace uking::ai