#include "Game/Actor/AI/aiLandingChemicalBall.h" namespace uking::ai { LandingChemicalBall::LandingChemicalBall(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LandingChemicalBall::~LandingChemicalBall() = default; bool LandingChemicalBall::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LandingChemicalBall::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LandingChemicalBall::leave_() { ksys::act::ai::Ai::leave_(); } void LandingChemicalBall::loadParams_() { getStaticParam(&mAttackPower_s, "AttackPower"); getStaticParam(&mAttackIntensity_s, "AttackIntensity"); getStaticParam(&mAttackType_s, "AttackType"); getStaticParam(&mCutGrassType_s, "CutGrassType"); getStaticParam(&mScale_s, "Scale"); getStaticParam(&mIsUseAtCollision_s, "IsUseAtCollision"); getStaticParam(&mCheckColConInfo_s, "CheckColConInfo"); getStaticParam(&mExpandActorName_s, "ExpandActorName"); } } // namespace uking::ai