#include "Game/Actor/AI/aiPriestBossEyeBeamFourth.h" namespace uking::ai { PriestBossEyeBeamFourth::PriestBossEyeBeamFourth(const InitArg& arg) : PriestBossEyeBeam(arg) {} PriestBossEyeBeamFourth::~PriestBossEyeBeamFourth() = default; bool PriestBossEyeBeamFourth::init_(sead::Heap* heap) { return PriestBossEyeBeam::init_(heap); } void PriestBossEyeBeamFourth::enter_(ksys::act::ai::InlineParamPack* params) { PriestBossEyeBeam::enter_(params); } void PriestBossEyeBeamFourth::leave_() { PriestBossEyeBeam::leave_(); } void PriestBossEyeBeamFourth::loadParams_() { PriestBossEyeBeam::loadParams_(); getStaticParam(&mAtDirType_s, "AtDirType"); getStaticParam(&mAtAttr_s, "AtAttr"); getStaticParam(&mAtType_s, "AtType"); getStaticParam(&mAtShieldBreakPower_s, "AtShieldBreakPower"); getStaticParam(&mAtImpact_s, "AtImpact"); getStaticParam(&mAtPowerReduce_s, "AtPowerReduce"); getStaticParam(&mAtPower_s, "AtPower"); getStaticParam(&mAtDamage_s, "AtDamage"); getStaticParam(&mSearchEndAngle_s, "SearchEndAngle"); getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination"); getAITreeVariable(&mDestinationPos_a, "DestinationPos"); getAITreeVariable(&mFacePos_a, "FacePos"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } } // namespace uking::ai