#include "Game/AI/Action/actionRemainsWaterChaseBulletMove.h" namespace uking::action { RemainsWaterChaseBulletMove::RemainsWaterChaseBulletMove(const InitArg& arg) : RemainsWaterBulletAction(arg) {} RemainsWaterChaseBulletMove::~RemainsWaterChaseBulletMove() = default; bool RemainsWaterChaseBulletMove::init_(sead::Heap* heap) { return RemainsWaterBulletAction::init_(heap); } void RemainsWaterChaseBulletMove::enter_(ksys::act::ai::InlineParamPack* params) { RemainsWaterBulletAction::enter_(params); } void RemainsWaterChaseBulletMove::leave_() { RemainsWaterBulletAction::leave_(); } void RemainsWaterChaseBulletMove::loadParams_() { RemainsWaterBulletAction::loadParams_(); getStaticParam(&mBaseChaseSpd_s, "BaseChaseSpd"); getStaticParam(&mMaxChaseSpd_s, "MaxChaseSpd"); getStaticParam(&mChaseSpdRate_s, "ChaseSpdRate"); getStaticParam(&mChaseAngleRate_s, "ChaseAngleRate"); getStaticParam(&mDepthOffset_s, "DepthOffset"); getStaticParam(&mMaxPredictFrame_s, "MaxPredictFrame"); getStaticParam(&mMinPredictFrame_s, "MinPredictFrame"); getStaticParam(&mStartPredictDist_s, "StartPredictDist"); getStaticParam(&mEndPredictDist_s, "EndPredictDist"); getStaticParam(&mWeakChaseTimer_s, "WeakChaseTimer"); getStaticParam(&mBaseTargetOffset_s, "BaseTargetOffset"); getStaticParam(&mBaseTargetRandOffset_s, "BaseTargetRandOffset"); getMapUnitParam(&mRemainsWaterBulletAngle_m, "RemainsWaterBulletAngle"); getMapUnitParam(&mRemainsWaterBulletOffset_m, "RemainsWaterBulletOffset"); } void RemainsWaterChaseBulletMove::calc_() { RemainsWaterBulletAction::calc_(); } } // namespace uking::action