#include "Game/AI/Action/actionForkFixedAngleVacuumShootTarget.h" namespace uking::action { ForkFixedAngleVacuumShootTarget::ForkFixedAngleVacuumShootTarget(const InitArg& arg) : ksys::act::ai::Action(arg) {} ForkFixedAngleVacuumShootTarget::~ForkFixedAngleVacuumShootTarget() = default; bool ForkFixedAngleVacuumShootTarget::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void ForkFixedAngleVacuumShootTarget::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void ForkFixedAngleVacuumShootTarget::leave_() { ksys::act::ai::Action::leave_(); } void ForkFixedAngleVacuumShootTarget::loadParams_() { getStaticParam(&mShootSpeedMin_s, "ShootSpeedMin"); getStaticParam(&mShootSpeedMax_s, "ShootSpeedMax"); getStaticParam(&mAngle_s, "Angle"); getStaticParam(&mMaxNoiseDist_s, "MaxNoiseDist"); getStaticParam(&mOffsetHeight_s, "OffsetHeight"); getStaticParam(&mIsReuseBullet_s, "IsReuseBullet"); getStaticParam(&mBaseNode_s, "BaseNode"); getStaticParam(&mPartsKey_s, "PartsKey"); getStaticParam(&mShootOffset_s, "ShootOffset"); getStaticParam(&mShootRotate_s, "ShootRotate"); getStaticParam(&mShootRotSpeed_s, "ShootRotSpeed"); getDynamicParam(&mTargetPos_d, "TargetPos"); } void ForkFixedAngleVacuumShootTarget::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action