#include "Game/Actor/AI/aiGuideBeamAttackEnemyBattle.h" namespace uking::ai { GuideBeamAttackEnemyBattle::GuideBeamAttackEnemyBattle(const InitArg& arg) : BreathAttackEnemyBattle(arg) {} GuideBeamAttackEnemyBattle::~GuideBeamAttackEnemyBattle() = default; bool GuideBeamAttackEnemyBattle::init_(sead::Heap* heap) { return BreathAttackEnemyBattle::init_(heap); } void GuideBeamAttackEnemyBattle::enter_(ksys::act::ai::InlineParamPack* params) { BreathAttackEnemyBattle::enter_(params); } void GuideBeamAttackEnemyBattle::leave_() { BreathAttackEnemyBattle::leave_(); } void GuideBeamAttackEnemyBattle::loadParams_() { BreathAttackEnemyBattle::loadParams_(); getStaticParam(&mFluctuationRange_s, "FluctuationRange"); getStaticParam(&mFluctuationSpan_s, "FluctuationSpan"); getStaticParam(&mTargetOffsetY_s, "TargetOffsetY"); getStaticParam(&mNodeName_s, "NodeName"); getStaticParam(&mIsValidGuide_s, "IsValidGuide"); getStaticParam(&mIsIgnoreSmallHit_s, "IsIgnoreSmallHit"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mAimEffectName_s, "AimEffectName"); } } // namespace uking::ai