#include "Game/AI/Action/actionPlayerActionClimb.h" namespace uking::action { PlayerActionClimb::PlayerActionClimb(const InitArg& arg) : ksys::act::ai::Action(arg) {} PlayerActionClimb::~PlayerActionClimb() = default; bool PlayerActionClimb::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void PlayerActionClimb::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void PlayerActionClimb::leave_() { ksys::act::ai::Action::leave_(); } void PlayerActionClimb::loadParams_() { getStaticParam(&mLockingAfterJumpCnt_s, "LockingAfterJumpCnt"); getStaticParam(&mChargeJumpLevel1Frame_s, "ChargeJumpLevel1Frame"); getStaticParam(&mChageJumpLevel2Frame_s, "ChageJumpLevel2Frame"); getStaticParam(&mRayCastOffsetY_s, "RayCastOffsetY"); getStaticParam(&mEndGroundAngle_s, "EndGroundAngle"); getStaticParam(&mBodyFixedOffset_s, "BodyFixedOffset"); getStaticParam(&mRayCastLength_s, "RayCastLength"); getStaticParam(&mDashAnmSpdRate_s, "DashAnmSpdRate"); getStaticParam(&mFlickThresholdMin_s, "FlickThresholdMin"); getStaticParam(&mFlickThresholdMax_s, "FlickThresholdMax"); getStaticParam(&mFlickWaitToOverMaxTime_s, "FlickWaitToOverMaxTime"); getStaticParam(&mFlickOverMaxToReturnTime_s, "FlickOverMaxToReturnTime"); getStaticParam(&mStaminaDownAlways_s, "StaminaDownAlways"); getStaticParam(&mStaminaDownTriggerJump_s, "StaminaDownTriggerJump"); getStaticParam(&mStaminaDownWait_s, "StaminaDownWait"); getStaticParam(&mForceStartMoveVelYMin_s, "ForceStartMoveVelYMin"); getStaticParam(&mChargeJumpScaleMin_s, "ChargeJumpScaleMin"); getStaticParam(&mChargeJumpScaleMax_s, "ChargeJumpScaleMax"); getStaticParam(&mStaminaDownScaleInRain_s, "StaminaDownScaleInRain"); getStaticParam(&mStaminaScaleTriggerJumpLv1_s, "StaminaScaleTriggerJumpLv1"); getStaticParam(&mStaminaScaleTriggerJumpLv2_s, "StaminaScaleTriggerJumpLv2"); getStaticParam(&mStaminaScaleTriggerJumpLv3_s, "StaminaScaleTriggerJumpLv3"); getStaticParam(&mJumpScaleWhenLitteleStamina_s, "JumpScaleWhenLitteleStamina"); getStaticParam(&mNoiseMaxSpeedMove_s, "NoiseMaxSpeedMove"); getStaticParam(&mNoiseMaxValueMove_s, "NoiseMaxValueMove"); getStaticParam(&mNoiseMaxValueJump_s, "NoiseMaxValueJump"); getStaticParam(&mFallLimitWallAngle_s, "FallLimitWallAngle"); getStaticParam(&mStaminaRateMovingUp_s, "StaminaRateMovingUp"); getStaticParam(&mStaminaRateMovingSide_s, "StaminaRateMovingSide"); getStaticParam(&mStaminaRateMovingDown_s, "StaminaRateMovingDown"); getStaticParam(&mStaminaRateSlopeCenter_s, "StaminaRateSlopeCenter"); getStaticParam(&mStaminaRateSlopeMin_s, "StaminaRateSlopeMin"); getStaticParam(&mStaminaRateSlopeMax_s, "StaminaRateSlopeMax"); getStaticParam(&mBodyDiffLengthMaxNormal_s, "BodyDiffLengthMaxNormal"); getStaticParam(&mBodyDiffLengthMaxJump_s, "BodyDiffLengthMaxJump"); getStaticParam(&mEndWaitRate_s, "EndWaitRate"); getStaticParam(&mBaseCountSlipInRain_s, "BaseCountSlipInRain"); getStaticParam(&mRandomCountSlipInRain_s, "RandomCountSlipInRain"); getStaticParam(&mBaseSpeedSlipInRain_s, "BaseSpeedSlipInRain"); getStaticParam(&mRandomSpeedSlipInRain_s, "RandomSpeedSlipInRain"); getStaticParam(&mDownStaminaSlipInRain_s, "DownStaminaSlipInRain"); getStaticParam(&mOcclusionCheckLength_s, "OcclusionCheckLength"); getStaticParam(&mStaminaDownAlwaysMaxSpeed_s, "StaminaDownAlwaysMaxSpeed"); getDynamicParam(&mEnableStartAnm_d, "EnableStartAnm"); getDynamicParam(&mEnableClimbDown_d, "EnableClimbDown"); getDynamicParam(&mFromParashawl_d, "FromParashawl"); } void PlayerActionClimb::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action