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#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
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