#include "Game/Actor/AI/aiGanonBeastRoot.h" namespace uking::ai { GanonBeastRoot::GanonBeastRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} GanonBeastRoot::~GanonBeastRoot() = default; bool GanonBeastRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void GanonBeastRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void GanonBeastRoot::leave_() { ksys::act::ai::Ai::leave_(); } void GanonBeastRoot::loadParams_() { getStaticParam(&mGrudeInterval3_s, "GrudeInterval3"); getStaticParam(&mGrudeInterval4_s, "GrudeInterval4"); getStaticParam(&mGrudeInterval5_s, "GrudeInterval5"); getStaticParam(&mGrudeCreateNum_s, "GrudeCreateNum"); getStaticParam(&mWeakPointASSlot_s, "WeakPointASSlot"); getStaticParam(&mGrudePlayerDist_s, "GrudePlayerDist"); getStaticParam(&mGrudeRandRange_s, "GrudeRandRange"); getStaticParam(&mGrudeCenterOffset_s, "GrudeCenterOffset"); getStaticParam(&mInitWeakPointASName_s, "InitWeakPointASName"); getStaticParam(&mGrudeRainObject_s, "GrudeRainObject"); getStaticParam(&mGrudeRainObject2_s, "GrudeRainObject2"); getAITreeVariable(&mWeakPointAliveFlag_a, "WeakPointAliveFlag"); getAITreeVariable(&mWeakPointActiveFlag_a, "WeakPointActiveFlag"); getAITreeVariable(&mIsGanonBeastAngry_a, "IsGanonBeastAngry"); } } // namespace uking::ai