#include "Game/AI/AI/aiPriestBossIronBallStageRotate.h" namespace uking::ai { PriestBossIronBallStageRotate::PriestBossIronBallStageRotate(const InitArg& arg) : PriestBossIronBall(arg) {} PriestBossIronBallStageRotate::~PriestBossIronBallStageRotate() = default; bool PriestBossIronBallStageRotate::init_(sead::Heap* heap) { return PriestBossIronBall::init_(heap); } void PriestBossIronBallStageRotate::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossIronBall::enter_(params); } void PriestBossIronBallStageRotate::leave_() { PriestBossIronBall::leave_(); } void PriestBossIronBallStageRotate::loadParams_() { PriestBossIronBall::loadParams_(); getStaticParam(&mIronBallSummonRadius_s, "IronBallSummonRadius"); getStaticParam(&mIronBallSummonArchAngle_s, "IronBallSummonArchAngle"); getStaticParam(&mIronBallSummonOffsetY_s, "IronBallSummonOffsetY"); getAITreeVariable(&mIsActive_a, "IsActive"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } } // namespace uking::ai