#include "Game/Actor/AI/aiLastBossShootNormalArrowRoot.h" namespace uking::ai { LastBossShootNormalArrowRoot::LastBossShootNormalArrowRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LastBossShootNormalArrowRoot::~LastBossShootNormalArrowRoot() = default; bool LastBossShootNormalArrowRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LastBossShootNormalArrowRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LastBossShootNormalArrowRoot::leave_() { ksys::act::ai::Ai::leave_(); } void LastBossShootNormalArrowRoot::loadParams_() { getStaticParam(&mArrowNum_s, "ArrowNum"); getStaticParam(&mAtMinDamage_s, "AtMinDamage"); getStaticParam(&mAttackPower_s, "AttackPower"); getStaticParam(&mAttackPowerForPlayer_s, "AttackPowerForPlayer"); getStaticParam(&mBattleNodeOffsetLR_s, "BattleNodeOffsetLR"); getStaticParam(&mBattleNodeOffsetUD_s, "BattleNodeOffsetUD"); getStaticParam(&mIsPrepreNextArrow_s, "IsPrepreNextArrow"); getStaticParam(&mArrowName_s, "ArrowName"); getStaticParam(&mPartsName_s, "PartsName"); getStaticParam(&mReflectOffset_s, "ReflectOffset"); getDynamicParam(&mTargetPos_d, "TargetPos"); } } // namespace uking::ai