#include "Game/AI/Action/actionFallAttack.h" namespace uking::action { FallAttack::FallAttack(const InitArg& arg) : ksys::act::ai::Action(arg) {} FallAttack::~FallAttack() = default; bool FallAttack::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void FallAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void FallAttack::leave_() { ksys::act::ai::Action::leave_(); } void FallAttack::loadParams_() { getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mGravity_s, "Gravity"); getStaticParam(&mASName_s, "ASName"); getStaticParam(&mAtkBodyName_s, "AtkBodyName"); getStaticParam(&mJustAvoidDist_s, "JustAvoidDist"); } void FallAttack::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action