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#include "Game/Actor/Player/Action/actionPlayerCutFall.h"
namespace uking::action {
PlayerCutFall::PlayerCutFall(const InitArg& arg) : PlayerAction(arg) {}
void PlayerCutFall::enter_(ksys::act::ai::InlineParamPack* params) {
PlayerAction::enter_(params);
}
void PlayerCutFall::leave_() {
PlayerAction::leave_();
}
void PlayerCutFall::loadParams_() {
getStaticParam(&mParashawlInvalidTime_s, "ParashawlInvalidTime");
getStaticParam(&mFallSpAttackHeight_s, "FallSpAttackHeight");
getStaticParam(&mFallSpAttackRadiusMin_s, "FallSpAttackRadiusMin");
getStaticParam(&mFallSpAttackRadiusMax_s, "FallSpAttackRadiusMax");
getStaticParam(&mFallSpAttackRadiusAdd_s, "FallSpAttackRadiusAdd");
getStaticParam(&mFallSpAttackRadiusAddLSword_s, "FallSpAttackRadiusAddLSword");
getStaticParam(&mFallSpLargeAttackRadius_s, "FallSpLargeAttackRadius");
getStaticParam(&mRumbleType_s, "RumbleType");
getStaticParam(&mRumblePowerMin_s, "RumblePowerMin");
getStaticParam(&mRumblePowerMax_s, "RumblePowerMax");
}
void PlayerCutFall::calc_() {
PlayerAction::calc_();
}
} // namespace uking::action
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