#include "Game/Actor/AI/aiLastBossRoot.h" namespace uking::ai { LastBossRoot::LastBossRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LastBossRoot::~LastBossRoot() = default; bool LastBossRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LastBossRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LastBossRoot::leave_() { ksys::act::ai::Ai::leave_(); } void LastBossRoot::loadParams_() { getStaticParam(&mForceRecoverHitMax_s, "ForceRecoverHitMax"); getStaticParam(&mForceRecoverDamageMax_s, "ForceRecoverDamageMax"); getStaticParam(&mAddForceRecoverHitNum_s, "AddForceRecoverHitNum"); getStaticParam(&mAddForceRecoverDamage_s, "AddForceRecoverDamage"); getStaticParam(&mAuraHPRate_s, "AuraHPRate"); getStaticParam(&mAuraDemoName_s, "AuraDemoName"); getStaticParam(&mAuraEntryName_s, "AuraEntryName"); getStaticParam(&mAuraWallEntry_s, "AuraWallEntry"); getStaticParam(&mAuraDemoDownEntry_s, "AuraDemoDownEntry"); } } // namespace uking::ai