#include "Game/AI/Action/actionGuardBreak.h" namespace uking::action { GuardBreak::GuardBreak(const InitArg& arg) : ksys::act::ai::Action(arg) {} GuardBreak::~GuardBreak() = default; bool GuardBreak::init_(sead::Heap* heap) { return ksys::act::ai::Action::init_(heap); } void GuardBreak::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Action::enter_(params); } void GuardBreak::leave_() { ksys::act::ai::Action::leave_(); } void GuardBreak::loadParams_() { getStaticParam(&mKnockBackTime_s, "KnockBackTime"); getStaticParam(&mDropIdx_s, "DropIdx"); getStaticParam(&mHitImpactForce_s, "HitImpactForce"); getStaticParam(&mVelReduce_s, "VelReduce"); getStaticParam(&mWeaponVel_s, "WeaponVel"); getStaticParam(&mWeaponVelY_s, "WeaponVelY"); } void GuardBreak::calc_() { ksys::act::ai::Action::calc_(); } } // namespace uking::action