#include "Game/Actor/AI/aiGanonBeastReaction.h" namespace uking::ai { GanonBeastReaction::GanonBeastReaction(const InitArg& arg) : ksys::act::ai::Ai(arg) {} GanonBeastReaction::~GanonBeastReaction() = default; bool GanonBeastReaction::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void GanonBeastReaction::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void GanonBeastReaction::leave_() { ksys::act::ai::Ai::leave_(); } void GanonBeastReaction::loadParams_() { getStaticParam(&mASSlot_s, "ASSlot"); getAITreeVariable(&mWeakPointAliveFlag_a, "WeakPointAliveFlag"); getAITreeVariable(&mWeakPointActiveFlag_a, "WeakPointActiveFlag"); getAITreeVariable(&mIsWeakPointAppearMode_a, "IsWeakPointAppearMode"); } } // namespace uking::ai