#include "Game/AI/Action/actionEquipedDefaultWindWeapon.h" namespace uking::action { EquipedDefaultWindWeapon::EquipedDefaultWindWeapon(const InitArg& arg) : EquipedAction(arg) {} bool EquipedDefaultWindWeapon::init_(sead::Heap* heap) { return EquipedAction::init_(heap); } void EquipedDefaultWindWeapon::loadParams_() { EquipedAction::loadParams_(); getStaticParam(&mWindRadius_s, "WindRadius"); getStaticParam(&mWindRadiusLarge_s, "WindRadiusLarge"); getStaticParam(&mWindSpeed_s, "WindSpeed"); getStaticParam(&mWindSpeedLarge_s, "WindSpeedLarge"); getStaticParam(&mWindSpeedRate1_s, "WindSpeedRate1"); getStaticParam(&mWindSpeedRate2_s, "WindSpeedRate2"); getStaticParam(&mWindSpeedRate3_s, "WindSpeedRate3"); getStaticParam(&mWindLength_s, "WindLength"); getStaticParam(&mCapsuleMaxSpeed_s, "CapsuleMaxSpeed"); getStaticParam(&mWindReduceRate_s, "WindReduceRate"); getStaticParam(&mWindReduceRateLarge_s, "WindReduceRateLarge"); getStaticParam(&mWindFlyingDist_s, "WindFlyingDist"); getStaticParam(&mWindFlyingDistLarge_s, "WindFlyingDistLarge"); getStaticParam(&mWindFlyingDistRate1_s, "WindFlyingDistRate1"); getStaticParam(&mWindFlyingDistRate2_s, "WindFlyingDistRate2"); getStaticParam(&mWindFlyingDistRate3_s, "WindFlyingDistRate3"); } void EquipedDefaultWindWeapon::calc_() { EquipedAction::calc_(); } } // namespace uking::action