#include "Game/Actor/AI/aiGuardianMiniReaction.h" namespace uking::ai { GuardianMiniReaction::GuardianMiniReaction(const InitArg& arg) : EnemyDefaultReaction(arg) {} GuardianMiniReaction::~GuardianMiniReaction() = default; bool GuardianMiniReaction::init_(sead::Heap* heap) { return EnemyDefaultReaction::init_(heap); } void GuardianMiniReaction::enter_(ksys::act::ai::InlineParamPack* params) { EnemyDefaultReaction::enter_(params); } void GuardianMiniReaction::leave_() { EnemyDefaultReaction::leave_(); } void GuardianMiniReaction::loadParams_() { EnemyDefaultReaction::loadParams_(); getStaticParam(&mRootNodeName_s, "RootNodeName"); getStaticParam(&mArm1NodeName_s, "Arm1NodeName"); getStaticParam(&mArm2NodeName_s, "Arm2NodeName"); getStaticParam(&mArm3NodeName_s, "Arm3NodeName"); getStaticParam(&mASSlotRight_s, "ASSlotRight"); getStaticParam(&mASSlotLeft_s, "ASSlotLeft"); getStaticParam(&mASSlotBack_s, "ASSlotBack"); getStaticParam(&mPreAttackASRight_s, "PreAttackASRight"); getStaticParam(&mPreAttackASLeft_s, "PreAttackASLeft"); getStaticParam(&mJustGuardNumForBreak_s, "JustGuardNumForBreak"); getStaticParam(&mIsChangeWeapon_s, "IsChangeWeapon"); getAITreeVariable(&mGuardianMiniChanceTimeState_a, "GuardianMiniChanceTimeState"); } } // namespace uking::ai