#include "Game/Actor/AI/aiPriestBossIronBallRoot.h" namespace uking::ai { PriestBossIronBallRoot::PriestBossIronBallRoot(const InitArg& arg) : PriestBoss(arg) {} PriestBossIronBallRoot::~PriestBossIronBallRoot() = default; bool PriestBossIronBallRoot::init_(sead::Heap* heap) { return PriestBoss::init_(heap); } void PriestBossIronBallRoot::enter_(ksys::act::ai::InlineParamPack* params) { PriestBoss::enter_(params); } void PriestBossIronBallRoot::leave_() { PriestBoss::leave_(); } void PriestBossIronBallRoot::loadParams_() { PriestBoss::loadParams_(); getStaticParam(&mAttackPower_s, "AttackPower"); getStaticParam(&mAttackPowerForPlayer_s, "AttackPowerForPlayer"); getStaticParam(&mAtMinDamage_s, "AtMinDamage"); getStaticParam(&mMagneLightningTime_s, "MagneLightningTime"); getMapUnitParam(&mActorName_m, "ActorName"); } } // namespace uking::ai