#include "Game/Actor/AI/aiPriestBossActorNormalMode.h" namespace uking::ai { PriestBossActorNormalMode::PriestBossActorNormalMode(const InitArg& arg) : PriestBoss(arg) {} PriestBossActorNormalMode::~PriestBossActorNormalMode() = default; bool PriestBossActorNormalMode::init_(sead::Heap* heap) { return PriestBoss::init_(heap); } void PriestBossActorNormalMode::enter_(ksys::act::ai::InlineParamPack* params) { PriestBoss::enter_(params); } void PriestBossActorNormalMode::leave_() { PriestBoss::leave_(); } void PriestBossActorNormalMode::loadParams_() { PriestBoss::loadParams_(); getStaticParam(&mApproachWarpRate_s, "ApproachWarpRate"); getStaticParam(&mApproachStartDistance_s, "ApproachStartDistance"); getStaticParam(&mLeaveStartDistance_s, "LeaveStartDistance"); getStaticParam(&mLeaveStartTime_s, "LeaveStartTime"); getStaticParam(&mWaitMinTime_s, "WaitMinTime"); getStaticParam(&mWaitMaxTime_s, "WaitMaxTime"); getStaticParam(&mSecondHalfLifePercent_s, "SecondHalfLifePercent"); getStaticParam(&mFramesRestrictEarthRelease_s, "FramesRestrictEarthRelease"); getStaticParam(&mWarpPosDistFromPlayer_s, "WarpPosDistFromPlayer"); getStaticParam(&mStageMarginRateForEarthRelease_s, "StageMarginRateForEarthRelease"); getStaticParam(&mIsManagedBtlMgr_s, "IsManagedBtlMgr"); getDynamicParam(&mFromSyncMode_d, "FromSyncMode"); getAITreeVariable(&mEquipWeaponBufIndex_a, "EquipWeaponBufIndex"); getAITreeVariable(&mReturnFromBananaMode_a, "ReturnFromBananaMode"); } } // namespace uking::ai