#include "Game/Actor/AI/aiGolemRootBase.h" namespace uking::ai { GolemRootBase::GolemRootBase(const InitArg& arg) : EnemyRoot(arg) {} GolemRootBase::~GolemRootBase() = default; bool GolemRootBase::init_(sead::Heap* heap) { return EnemyRoot::init_(heap); } void GolemRootBase::enter_(ksys::act::ai::InlineParamPack* params) { EnemyRoot::enter_(params); } void GolemRootBase::leave_() { EnemyRoot::leave_(); } void GolemRootBase::loadParams_() { EnemyRoot::loadParams_(); getStaticParam(&mShaderASTargetBone_s, "ShaderASTargetBone"); getStaticParam(&mBodyShaderSeqBank_s, "BodyShaderSeqBank"); getStaticParam(&mArmRShaderSeqBank_s, "ArmRShaderSeqBank"); getStaticParam(&mArmLShaderSeqBank_s, "ArmLShaderSeqBank"); getStaticParam(&mUpperArmL_PartsKey_s, "UpperArmL_PartsKey"); getStaticParam(&mLowerArmL_PartsKey_s, "LowerArmL_PartsKey"); getStaticParam(&mUpperArmR_PartsKey_s, "UpperArmR_PartsKey"); getStaticParam(&mLowerArmR_PartsKey_s, "LowerArmR_PartsKey"); getStaticParam(&mChemicalFieldKey_s, "ChemicalFieldKey"); getStaticParam(&mBodyDeactiveAS_s, "BodyDeactiveAS"); getStaticParam(&mArmRDeactiveAS_s, "ArmRDeactiveAS"); getStaticParam(&mArmLDeactiveAS_s, "ArmLDeactiveAS"); getStaticParam(&mBodyActiveAS_s, "BodyActiveAS"); getStaticParam(&mArmRActiveAS_s, "ArmRActiveAS"); getStaticParam(&mArmLActiveAS_s, "ArmLActiveAS"); getStaticParam(&mBodyMimicAS_s, "BodyMimicAS"); getStaticParam(&mArmRMimicAS_s, "ArmRMimicAS"); getStaticParam(&mArmLMimicAS_s, "ArmLMimicAS"); getMapUnitParam(&mGolemTextureName_m, "GolemTextureName"); getAITreeVariable(&mGolemChemicalController_a, "GolemChemicalController"); } } // namespace uking::ai