#include "Game/Actor/AI/aiGanonBeastSufferChanger.h" namespace uking::ai { GanonBeastSufferChanger::GanonBeastSufferChanger(const InitArg& arg) : ksys::act::ai::Ai(arg) {} GanonBeastSufferChanger::~GanonBeastSufferChanger() = default; bool GanonBeastSufferChanger::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void GanonBeastSufferChanger::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void GanonBeastSufferChanger::leave_() { ksys::act::ai::Ai::leave_(); } void GanonBeastSufferChanger::loadParams_() { getStaticParam(&mWeakPoint1Time_s, "WeakPoint1Time"); getStaticParam(&mWeakPoint2Time_s, "WeakPoint2Time"); getStaticParam(&mWeakPoint3Time_s, "WeakPoint3Time"); getStaticParam(&mWeakPoint4Time_s, "WeakPoint4Time"); getStaticParam(&mCloseOption_s, "CloseOption"); getStaticParam(&mTimer_s, "Timer"); getStaticParam(&mmstxtName_s, "mstxtName"); getStaticParam(&mlabelName_s, "labelName"); getStaticParam(&mlabelName2_s, "labelName2"); getStaticParam(&mlabelName3_s, "labelName3"); getAITreeVariable(&mIsWeakPointAppearMode_a, "IsWeakPointAppearMode"); getAITreeVariable(&mSufferChangeStopCounter_a, "SufferChangeStopCounter"); getAITreeVariable(&mSimpleDialogUnit_a, "SimpleDialogUnit"); getAITreeVariable(&mInBeastGanonVoiceSequence_a, "InBeastGanonVoiceSequence"); } } // namespace uking::ai