#include "Game/AI/Action/actionRemainsWaterExplodeBulletMove.h" namespace uking::action { RemainsWaterExplodeBulletMove::RemainsWaterExplodeBulletMove(const InitArg& arg) : RemainsWaterBulletAction(arg) {} RemainsWaterExplodeBulletMove::~RemainsWaterExplodeBulletMove() = default; bool RemainsWaterExplodeBulletMove::init_(sead::Heap* heap) { return RemainsWaterBulletAction::init_(heap); } void RemainsWaterExplodeBulletMove::enter_(ksys::act::ai::InlineParamPack* params) { RemainsWaterBulletAction::enter_(params); } void RemainsWaterExplodeBulletMove::leave_() { RemainsWaterBulletAction::leave_(); } void RemainsWaterExplodeBulletMove::loadParams_() { RemainsWaterBulletAction::loadParams_(); getStaticParam(&mMaxSpeed_s, "MaxSpeed"); getStaticParam(&mCloseRadius_s, "CloseRadius"); getStaticParam(&mChaseAngleMulRate_s, "ChaseAngleMulRate"); getStaticParam(&mFarRadius_s, "FarRadius"); getStaticParam(&mChaseRotSpdRate_s, "ChaseRotSpdRate"); getStaticParam(&mChaseSpdRate_s, "ChaseSpdRate"); getMapUnitParam(&mRemainsWaterBulletAngle_m, "RemainsWaterBulletAngle"); getMapUnitParam(&mRemainsWaterBulletOffset_m, "RemainsWaterBulletOffset"); } void RemainsWaterExplodeBulletMove::calc_() { RemainsWaterBulletAction::calc_(); } } // namespace uking::action