#include "Game/AI/Action/actionSwarmDamagedBase.h" namespace uking::action { SwarmDamagedBase::SwarmDamagedBase(const InitArg& arg) : ksys::act::ai::Action(arg) {} SwarmDamagedBase::~SwarmDamagedBase() = default; bool SwarmDamagedBase::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void SwarmDamagedBase::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void SwarmDamagedBase::leave_() { ksys::act::ai::Action::leave_(); } void SwarmDamagedBase::loadParams_() { getStaticParam(&mIgnoreHitGroundTime_s, "IgnoreHitGroundTime"); getStaticParam(&mTime_s, "Time"); getStaticParam(&mRiseSpeedMin_s, "RiseSpeedMin"); getStaticParam(&mSubAccRateMin_s, "SubAccRateMin"); getStaticParam(&mSubAccRateMax_s, "SubAccRateMax"); getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mIsCreateDeadActor_s, "IsCreateDeadActor"); getMapUnitParam(&mSubUnitNum_m, "SubUnitNum"); getMapUnitParam(&mPatternID_m, "PatternID"); } void SwarmDamagedBase::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action