#include "Game/Actor/AI/aiForestGiantRoot.h" namespace uking::ai { ForestGiantRoot::ForestGiantRoot(const InitArg& arg) : EnemyRoot(arg) {} ForestGiantRoot::~ForestGiantRoot() = default; bool ForestGiantRoot::init_(sead::Heap* heap) { return EnemyRoot::init_(heap); } void ForestGiantRoot::enter_(ksys::act::ai::InlineParamPack* params) { EnemyRoot::enter_(params); } void ForestGiantRoot::leave_() { EnemyRoot::leave_(); } void ForestGiantRoot::loadParams_() { EnemyRoot::loadParams_(); // FIXME: CALL _ZNK4sead22BufferedSafeStringBaseIcE22assureTerminationImpl_Ev @ 0x7100b0ce00 // FIXME: CALL sub_7100B0C35C @ 0x7100b0c35c // FIXME: CALL _ZN4sead14PrintFormatterlsEPKc @ 0x7100b0bfd8 // FIXME: CALL _ZN4sead14PrintFormatter20proceedToFormatMark_EPc @ 0x7100b0bde0 // FIXME: CALL _ZN4sead14PrintFormatter5flushEv @ 0x7100b0bd94 // FIXME: CALL sead__PrintFormatter__x @ 0x7100b0c528 // FIXME: CALL sub_7100B0C35C @ 0x7100b0c35c // FIXME: CALL _ZN4sead14PrintFormatterlsEPKc @ 0x7100b0bfd8 // FIXME: CALL _ZN4sead14PrintFormatter20proceedToFormatMark_EPc @ 0x7100b0bde0 // FIXME: CALL _ZN4sead14PrintFormatter5flushEv @ 0x7100b0bd94 // FIXME: CALL sead__PrintFormatter__x @ 0x7100b0c528 // FIXME: CALL sub_7100B0C35C @ 0x7100b0c35c // FIXME: CALL _ZN4sead14PrintFormatterlsEPKc @ 0x7100b0bfd8 // FIXME: CALL _ZN4sead14PrintFormatter20proceedToFormatMark_EPc @ 0x7100b0bde0 // FIXME: CALL _ZN4sead14PrintFormatter5flushEv @ 0x7100b0bd94 // FIXME: CALL sead__PrintFormatter__x @ 0x7100b0c528 // FIXME: CALL sub_7100B0C35C @ 0x7100b0c35c // FIXME: CALL _ZN4sead14PrintFormatterlsEPKc @ 0x7100b0bfd8 // FIXME: CALL _ZN4sead14PrintFormatter20proceedToFormatMark_EPc @ 0x7100b0bde0 // FIXME: CALL _ZN4sead14PrintFormatter5flushEv @ 0x7100b0bd94 // FIXME: CALL sead__PrintFormatter__x @ 0x7100b0c528 getStaticParam(&mIsDamageToEnemy_s, "IsDamageToEnemy"); getAITreeVariable(&mIgnoreGiantArmorCondition_a, "IgnoreGiantArmorCondition"); getAITreeVariable(&mGiantNecklaceUnit_a, "GiantNecklaceUnit"); // FIXME: CALL sub_7100706E98 @ 0x7100706e98 } } // namespace uking::ai