#include "Game/AI/AI/aiPriestBossActorGiantRoot.h" namespace uking::ai { PriestBossActorGiantRoot::PriestBossActorGiantRoot(const InitArg& arg) : PriestBossActorRoot(arg) {} PriestBossActorGiantRoot::~PriestBossActorGiantRoot() = default; bool PriestBossActorGiantRoot::init_(sead::Heap* heap) { return PriestBossActorRoot::init_(heap); } void PriestBossActorGiantRoot::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossActorRoot::enter_(params); } void PriestBossActorGiantRoot::leave_() { PriestBossActorRoot::leave_(); } void PriestBossActorGiantRoot::loadParams_() { PriestBossActorRoot::loadParams_(); getStaticParam(&mFreqIronBallAttack_s, "FreqIronBallAttack"); getStaticParam(&mFreqBigEarthReleaseAttack_s, "FreqBigEarthReleaseAttack"); getStaticParam(&mFreqEyeBeamAttack_s, "FreqEyeBeamAttack"); getStaticParam(&mFreqStageRotation_s, "FreqStageRotation"); getStaticParam(&mFloatDistFromPlayer_s, "FloatDistFromPlayer"); getStaticParam(&mIsFreeMoving_s, "IsFreeMoving"); getAITreeVariable(&mKeepDistFromGround_a, "KeepDistFromGround"); getAITreeVariable(&mIsActive_a, "IsActive"); getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination"); getAITreeVariable(&mDestinationPos_a, "DestinationPos"); getAITreeVariable(&mFacePos_a, "FacePos"); } } // namespace uking::ai