#include "Game/AI/Action/actionLastBossNormalWarp.h" namespace uking::action { LastBossNormalWarp::LastBossNormalWarp(const InitArg& arg) : ksys::act::ai::Action(arg) {} LastBossNormalWarp::~LastBossNormalWarp() = default; bool LastBossNormalWarp::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void LastBossNormalWarp::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void LastBossNormalWarp::leave_() { ksys::act::ai::Action::leave_(); } void LastBossNormalWarp::loadParams_() { getStaticParam(&mOffsetLength_s, "OffsetLength"); getStaticParam(&mOffsetY_s, "OffsetY"); getStaticParam(&mWarpTime_s, "WarpTime"); getStaticParam(&mCheckShapeRadius_s, "CheckShapeRadius"); getStaticParam(&mIsUseChangePos_s, "IsUseChangePos"); getStaticParam(&mIsEscapeFromPlayer_s, "IsEscapeFromPlayer"); getStaticParam(&mIsWarpAtGround_s, "IsWarpAtGround"); getStaticParam(&mIsChasePlayer_s, "IsChasePlayer"); getStaticParam(&mDisableGroundHit_s, "DisableGroundHit"); getStaticParam(&mDisableAirWallHit_s, "DisableAirWallHit"); getStaticParam(&mChaseDist_s, "ChaseDist"); getStaticParam(&mChaseDistOffset_s, "ChaseDistOffset"); getStaticParam(&mHomePosOffset_s, "HomePosOffset"); getDynamicParam(&mIsReturnHome_d, "IsReturnHome"); getDynamicParam(&mIsForceWarp_d, "IsForceWarp"); getDynamicParam(&mIsPartsActorTgOn_d, "IsPartsActorTgOn"); getDynamicParam(&mIsKeepDisableDraw_d, "IsKeepDisableDraw"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void LastBossNormalWarp::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action