#include "Game/Actor/AI/aiPriestBossGiantDownSeq.h" namespace uking::ai { PriestBossGiantDownSeq::PriestBossGiantDownSeq(const InitArg& arg) : PriestBoss(arg) {} PriestBossGiantDownSeq::~PriestBossGiantDownSeq() = default; bool PriestBossGiantDownSeq::init_(sead::Heap* heap) { return PriestBoss::init_(heap); } void PriestBossGiantDownSeq::enter_(ksys::act::ai::InlineParamPack* params) { PriestBoss::enter_(params); } void PriestBossGiantDownSeq::leave_() { PriestBoss::leave_(); } void PriestBossGiantDownSeq::loadParams_() { PriestBoss::loadParams_(); getStaticParam(&mRecoverIfAlreadyDown_s, "RecoverIfAlreadyDown"); getStaticParam(&mIsUseRecover_s, "IsUseRecover"); getStaticParam(&mHitGroundASName_s, "HitGroundASName"); getAITreeVariable(&mKeepDistFromGround_a, "KeepDistFromGround"); getAITreeVariable(&mIsActive_a, "IsActive"); getAITreeVariable(&mIsArrivedAtDestination_a, "IsArrivedAtDestination"); getAITreeVariable(&mDestinationPos_a, "DestinationPos"); } } // namespace uking::ai