#include "Game/AI/Action/actionAnmDrivenMoveAttack.h" namespace uking::action { AnmDrivenMoveAttack::AnmDrivenMoveAttack(const InitArg& arg) : MoveByAnimeDriven(arg) {} AnmDrivenMoveAttack::~AnmDrivenMoveAttack() = default; bool AnmDrivenMoveAttack::init_(sead::Heap* heap) { return MoveByAnimeDriven::init_(heap); } void AnmDrivenMoveAttack::enter_(ksys::act::ai::InlineParamPack* params) { MoveByAnimeDriven::enter_(params); } void AnmDrivenMoveAttack::leave_() { MoveByAnimeDriven::leave_(); } void AnmDrivenMoveAttack::loadParams_() { MoveByAnimeDriven::loadParams_(); getStaticParam(&mWeaponIdx_s, "WeaponIdx"); getStaticParam(&mJustAvoidDist_s, "JustAvoidDist"); getStaticParam(&mIsForceGuardBreak_s, "IsForceGuardBreak"); } void AnmDrivenMoveAttack::calc_() { MoveByAnimeDriven::calc_(); } } // namespace uking::action