#include "Game/Actor/AI/aiPriestBossEyeBeam.h" namespace uking::ai { PriestBossEyeBeam::PriestBossEyeBeam(const InitArg& arg) : ksys::act::ai::Ai(arg) {} PriestBossEyeBeam::~PriestBossEyeBeam() = default; bool PriestBossEyeBeam::init_(sead::Heap* heap) { return ksys::act::ai::Ai::init_(heap); } void PriestBossEyeBeam::enter_(ksys::act::ai::InlineParamPack* params) { ksys::act::ai::Ai::enter_(params); } void PriestBossEyeBeam::leave_() { ksys::act::ai::Ai::leave_(); } void PriestBossEyeBeam::loadParams_() { getStaticParam(&mAtMinDamage_s, "AtMinDamage"); getStaticParam(&mAttackPower_s, "AttackPower"); getStaticParam(&mAttackPowerForPlayer_s, "AttackPowerForPlayer"); getStaticParam(&mShotReviseAngleXU_s, "ShotReviseAngleXU"); getStaticParam(&mShotReviseAngleXD_s, "ShotReviseAngleXD"); getStaticParam(&mShotReviseAngleY_s, "ShotReviseAngleY"); getStaticParam(&mIsCreateGuardEffect_s, "IsCreateGuardEffect"); getStaticParam(&mIsChangeable_s, "IsChangeable"); getStaticParam(&mReflectOffset_s, "ReflectOffset"); getStaticParam(&mShotOffset_s, "ShotOffset"); } } // namespace uking::ai