#include "Game/Actor/AI/aiGuardianMiniRoot.h" namespace uking::ai { GuardianMiniRoot::GuardianMiniRoot(const InitArg& arg) : EnemyRoot(arg) {} GuardianMiniRoot::~GuardianMiniRoot() = default; bool GuardianMiniRoot::init_(sead::Heap* heap) { return EnemyRoot::init_(heap); } void GuardianMiniRoot::enter_(ksys::act::ai::InlineParamPack* params) { EnemyRoot::enter_(params); } void GuardianMiniRoot::leave_() { EnemyRoot::leave_(); } void GuardianMiniRoot::loadParams_() { EnemyRoot::loadParams_(); getStaticParam(&mNeckRotRatio_s, "NeckRotRatio"); getStaticParam(&mJustGuardNumForBreak_s, "JustGuardNumForBreak"); getStaticParam(&mRotStopSpeed_s, "RotStopSpeed"); getAITreeVariable(&mDamagedCount_a, "DamagedCount"); getAITreeVariable(&mIsTransformedGuardianMini_a, "IsTransformedGuardianMini"); getAITreeVariable(&mGuardianMiniChanceTimeState_a, "GuardianMiniChanceTimeState"); } } // namespace uking::ai