#include "Game/AI/AI/aiPriestIronBallAttack.h" namespace uking::ai { PriestIronBallAttack::PriestIronBallAttack(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PriestIronBallAttack::~PriestIronBallAttack() = default; bool PriestIronBallAttack::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PriestIronBallAttack::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PriestIronBallAttack::leave_() { ksys::act::ai::Ai::leave_(); } void PriestIronBallAttack::loadParams_() { getStaticParam(&mSpeed_s, "Speed"); getStaticParam(&mShootPitchMin_s, "ShootPitchMin"); getStaticParam(&mShootPitchMax_s, "ShootPitchMax"); getStaticParam(&mNoise_s, "Noise"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai