blob: 3e69364ae39fe6b7d2876be1ddcc9a0c909d69c5 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
|
#include "Game/Actor/AI/aiLynelAttackThroughMove.h"
namespace uking::ai {
LynelAttackThroughMove::LynelAttackThroughMove(const InitArg& arg) : ksys::act::ai::Ai(arg) {}
LynelAttackThroughMove::~LynelAttackThroughMove() = default;
bool LynelAttackThroughMove::init_(sead::Heap* heap) {
return ksys::act::ai::Ai::init_(heap);
}
void LynelAttackThroughMove::enter_(ksys::act::ai::InlineParamPack* params) {
ksys::act::ai::Ai::enter_(params);
}
void LynelAttackThroughMove::leave_() {
ksys::act::ai::Ai::leave_();
}
void LynelAttackThroughMove::loadParams_() {
getStaticParam(&mSideOffsetDirType_s, "SideOffsetDirType");
getStaticParam(&mCliffFailTime_s, "CliffFailTime");
getStaticParam(&mWeaponIdx_s, "WeaponIdx");
getStaticParam(&mSideOffset_s, "SideOffset");
getStaticParam(&mThroughDist_s, "ThroughDist");
getStaticParam(&mAcceptableRadius_s, "AcceptableRadius");
getStaticParam(&mFrontAngle_s, "FrontAngle");
getDynamicParam(&mTargetPos_d, "TargetPos");
}
} // namespace uking::ai
|