#include "Game/AI/AI/aiRemainsWaterChaseBulletRoot.h" namespace uking::ai { RemainsWaterChaseBulletRoot::RemainsWaterChaseBulletRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} RemainsWaterChaseBulletRoot::~RemainsWaterChaseBulletRoot() = default; bool RemainsWaterChaseBulletRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void RemainsWaterChaseBulletRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void RemainsWaterChaseBulletRoot::leave_() { ksys::act::ai::Ai::leave_(); } void RemainsWaterChaseBulletRoot::loadParams_() { getStaticParam(&mAtkMinDamage_s, "AtkMinDamage"); getStaticParam(&mCheckPower_s, "CheckPower"); getStaticParam(&mHighDamageAddSpd_s, "HighDamageAddSpd"); getStaticParam(&mLowDamageAddSpd_s, "LowDamageAddSpd"); getStaticParam(&mShootAddSpd_s, "ShootAddSpd"); getStaticParam(&mResetASName_s, "ResetASName"); } } // namespace uking::ai