#include "Game/Actor/AI/aiLastBossWeaponAttackRoot.h" namespace uking::ai { LastBossWeaponAttackRoot::LastBossWeaponAttackRoot(const InitArg& arg) : ksys::act::ai::Ai(arg) {} LastBossWeaponAttackRoot::~LastBossWeaponAttackRoot() = default; bool LastBossWeaponAttackRoot::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void LastBossWeaponAttackRoot::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void LastBossWeaponAttackRoot::leave_() { ksys::act::ai::Ai::leave_(); } void LastBossWeaponAttackRoot::loadParams_() { getStaticParam(&mEnemyType_s, "EnemyType"); getStaticParam(&mIsStartBossBgm_s, "IsStartBossBgm"); getStaticParam(&mChaseDist_s, "ChaseDist"); getStaticParam(&mChaseDistOffset_s, "ChaseDistOffset"); getStaticParam(&mReappearanceDist_s, "ReappearanceDist"); getStaticParam(&mReappearanceDistOffset_s, "ReappearanceDistOffset"); getDynamicParam(&mIsAttackPatternFixed_d, "IsAttackPatternFixed"); } } // namespace uking::ai