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#include "Game/Actor/AI/aiDashAndAttack.h"
namespace uking::ai {
DashAndAttack::DashAndAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
DashAndAttack::~DashAndAttack() = default;
bool DashAndAttack::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void DashAndAttack::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void DashAndAttack::leave_() {
ksys::act::ai::Ai::leave_();
}
void DashAndAttack::loadParams_() {
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mAttackFrame_s, "AttackFrame");
getStaticParam(&mOffsetLR_s, "OffsetLR");
getStaticParam(&mAttackRange_s, "AttackRange");
getStaticParam(&mTiredAngle_s, "TiredAngle");
getStaticParam(&mTargetSpeedClampMax_s, "TargetSpeedClampMax");
getStaticParam(&mIsAbleSkipNear_s, "IsAbleSkipNear");
getDynamicParam(&mTargetPos_d, "TargetPos");
getDynamicParam(&mTargetVel_d, "TargetVel");
}
} // namespace uking::ai
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