#include "Game/AI/Action/actionHorseRideLoopAttack.h" namespace uking::action { HorseRideLoopAttack::HorseRideLoopAttack(const InitArg& arg) : HorseRide(arg) {} HorseRideLoopAttack::~HorseRideLoopAttack() = default; bool HorseRideLoopAttack::init_(sead::Heap* heap) { return HorseRide::init_(heap); } void HorseRideLoopAttack::enter_(ksys::act::ai::InlineParamPack* params) { HorseRide::enter_(params); } void HorseRideLoopAttack::leave_() { HorseRide::leave_(); } void HorseRideLoopAttack::loadParams_() { HorseRide::loadParams_(); getStaticParam(&mLoopAttackTime_s, "LoopAttackTime"); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mIsFinishByAtHit_s, "IsFinishByAtHit"); getStaticParam(&mIsNoRodAttack_s, "IsNoRodAttack"); getStaticParam(&mFinishAS_s, "FinishAS"); getStaticParam(&mASName_s, "ASName"); } void HorseRideLoopAttack::calc_() { HorseRide::calc_(); } } // namespace uking::action