#include "Game/AI/Action/actionActivateAttackSensor.h" namespace uking::action { ActivateAttackSensor::ActivateAttackSensor(const InitArg& arg) : ksys::act::ai::Action(arg) {} ActivateAttackSensor::~ActivateAttackSensor() = default; bool ActivateAttackSensor::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ActivateAttackSensor::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ActivateAttackSensor::leave_() { ksys::act::ai::Action::leave_(); } void ActivateAttackSensor::loadParams_() { getStaticParam(&mAtDamage_s, "AtDamage"); getStaticParam(&mAtPower_s, "AtPower"); getStaticParam(&mAtPowerReduce_s, "AtPowerReduce"); getStaticParam(&mAtImpact_s, "AtImpact"); getStaticParam(&mAtShieldBreakPower_s, "AtShieldBreakPower"); getStaticParam(&mAtType_s, "AtType"); getStaticParam(&mAtAttr_s, "AtAttr"); getStaticParam(&mAtDirType_s, "AtDirType"); getStaticParam(&mFramesActive_s, "FramesActive"); getStaticParam(&mIsSuccessFinishCounterEnd_s, "IsSuccessFinishCounterEnd"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mUseMapUnitParamForDamage_s, "UseMapUnitParamForDamage"); getStaticParam(&mAtkSensorName_s, "AtkSensorName"); getMapUnitParam(&mAttackPower_m, "AttackPower"); } void ActivateAttackSensor::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action