#include "Game/Actor/AI/aiPriestBossGiantStageRotRoot.h" namespace uking::ai { PriestBossGiantStageRotRoot::PriestBossGiantStageRotRoot(const InitArg& arg) : PriestBoss(arg) {} PriestBossGiantStageRotRoot::~PriestBossGiantStageRotRoot() = default; bool PriestBossGiantStageRotRoot::init_(sead::Heap* heap) { return PriestBoss::init_(heap); } void PriestBossGiantStageRotRoot::enter_(ksys::act::ai::InlineParamPack* params) { PriestBoss::enter_(params); } void PriestBossGiantStageRotRoot::leave_() { PriestBoss::leave_(); } void PriestBossGiantStageRotRoot::loadParams_() { PriestBoss::loadParams_(); getStaticParam(&mCentralAngle_s, "CentralAngle"); getStaticParam(&mPercentRadiusHeight_s, "PercentRadiusHeight"); getStaticParam(&mIronBallHeightOffset_s, "IronBallHeightOffset"); getStaticParam(&mArcPercent_s, "ArcPercent"); getStaticParam(&mZOffset_s, "ZOffset"); getStaticParam(&mZOffsetIndex_s, "ZOffsetIndex"); getStaticParam(&mHoldBallsCounterLength_s, "HoldBallsCounterLength"); getStaticParam(&mBallsReleaseIntervalFrames_s, "BallsReleaseIntervalFrames"); getAITreeVariable(&mKeepDistFromGround_a, "KeepDistFromGround"); getAITreeVariable(&mIsActive_a, "IsActive"); getAITreeVariable(&mFacePos_a, "FacePos"); getAITreeVariable(&mDestinationPos_a, "DestinationPos"); getAITreeVariable(&mPriestBossMetaAIUnit_a, "PriestBossMetaAIUnit"); } } // namespace uking::ai